GMingAdvice01When I talk about my inspirations to be a good Game Master, Iโ€™ll often reference the great GMs Iโ€™ve had the privilege of playing with over the years. If Iโ€™m really honest with myself, though, the bad GMs Iโ€™ve had the misfortune to play with are just as strong an influence in my desire to run good games. Have you been sitting at a table in the middle of a poorly run game and thought, โ€œI could totally do this better.โ€?

As awesome as our good game stories can be, itโ€™s usually the bad game stories that can be the most fun to tell. Almost every gamer has bad game war stories they share when sitting around the figurative camp fire with fellow gamers. The commiseration combines with one-upmanship as everyone exchanges horror stories of the worst theyโ€™ve run into during their gaming history. While the โ€˜that guyโ€™ stories about one awful player abound, itโ€™s often the bad GM and bad game stories that get the most mileage. Heck, Iโ€™ve heard them so often, I could actually tell you some of my friendsโ€™ horror stories.

Gaining a better understanding of why you donโ€™t enjoy a particular game can also help inform the types of games you do want to run.
This particular article isnโ€™t intended to lambaste bad GMs. Everyone has to start somewhere and there should be room to learn and grow without too much discouragement. Also, sometimes โ€˜bad gamesโ€™ are actually just a matter of taste. Not every game is going to be universally enjoyed and sometimes a game just might not be for you. Iโ€™ve experienced this a few times, mostly at conventions, where Iโ€™m not really enjoying the game but when I look around the table, the other players are having a blast. Gaining a better understanding of why you donโ€™t enjoy a particular game can also help inform the types of games you do want to run.

Here are a few of the things Iโ€™ve learned from the bad games Iโ€™ve experienced:

Give every player time in the spotlight. While Iโ€™m not the most outgoing person, Iโ€™m also not exactly shy when it comes to participating in games. So, when I run into a GM that plays favorites or actively prevents every player at the table from having a moment to shine, I get angry. Itโ€™s become a core part of my GM philosophy to make sure that every player at the table gets a moment in the spotlight. Sometimes this requires asking overly enthusiastic players to wait a moment while you coax a couple words out of a shyer player, but it is crucially important to do. Making sure everyone has an opportunity to participate and do something cool is one of the best ways to make sure everyone has fun at the table.

Help move the plot along when your players are stuck. Have you ever been in a game that ground to a halt because the players and the GM werenโ€™t on the same page about what needed to happen next? One con game I played in was stalled out for over an hour because the players didnโ€™t explicitly state they were looking for the crucial MacGuffin in the exact spot the GM had it placed in his notes (the air duct in the ladies room). By sticking so tightly to his script, the players grew dissatisfied and frustrated with a game that had otherwise been going fairly well. It taught me the importance of keeping an eye on the gameโ€™s momentum and to not be irrevocably tied to my own cleverness. It does no one any good if the players are stuck. Knowing when to throw them a hint or nudge them in a particular direction is an important skill to develop.

The game should be relevant to the PCs. Itโ€™s incredibly frustrating to show up to a game and find out your character may as well have stayed home. Iโ€™ve seen this happen in both con games and campaigns. It usually happens when the GM knows what they want to run and the PCs involved are an afterthought. They donโ€™t pay attention to what characters the players create or they just grab some generic pre-made PCs to hand out. Itโ€™s one thing for a GM to push characters out of their comfort zone, but another for them to plan multiple encounters and scenarios that completely sideline some of the PCs. Iโ€™ve run into this so many times, itโ€™s become a major crime in my book. The wizard focused on charm and enchantment thrown into an endless dungeon of undead. The space con-artist confined to a ship on a mission into unsettled space, with no one but PCs to interact with. The kobold fighter given absolutely nothing to hit with his shiny sword. That last one should have been so much fun, but was the most boring game Iโ€™ve ever played. Ultimately, itโ€™s taught me that whatever game I plan on running, I need to make sure whoever the PCs are is an important part of the planning.

Each of these could be an article on its own and have probably been covered by other Gnomes over the years without the explicit inspiration of a bad game. Feel free to take a look through the archives to expand on the topics.

For your own game skills, have you ever found yourself brushing up on a skill or changing the way you run games after a particularly bad game experience? Iโ€™d be curious to hear your stories.