Over on Abulia Savant, my friend Don Mappin has an excellent post up about gaming regrets. It’s in the same vein as one of his earlier posts, Greatest Hits (discussed on TT in Ranking Your Favorite Campaigns: What Makes You Tick?) — examining your history as a gamer can reveal some surprising insights about how you game, and why.
Let’s repurpose this one a bit, and specifically look at game mastering. Looking back on your GMing career so far, what do you regret?
I gave Don’s exercise a shot myself, because I was very curious what would crop up. And as with writing my naughty list, it was a bumpy road. If you’d like to do the same, check out Don’s simple guidelines in his original post.
For me, this exercise is about becoming a better GM by learning from your mistakes — which is the whole philosophy behind the naughty list. It’s not about beating yourself up: every GM makes mistakes.
I’ve learned from mine (specific lessons are below, after the regrets), and one thing’s for certain: I’ll make more of them in the future…
My Top 5 GMing Regrets
Here are my top five GMing regrets, in order from “I regret this the most” to “This wasn’t so bad.” (To put the dates in context, I’ve been pGMing since 1989, and playing since ’87.)
1. Abortive AD&D campaign after college (2000 or 2001). This one was so awful that all I remember about it was my complete and utter failure to run a good session — and yep, this “campaign” lasted only one session.
I did hardly any prep, waiting for the last minute and then pretty much phoning things in. The adventure (and I use the term loosely) started out on rails, and hinged on the party — which didn’t include anyone with tracking abilities — tracking down the bad guys to continue the story. I actually expected them to hire an NPC ranger, which was some pretty weak sauce. Couple that with shoddy backstory, no discernable plot and plenty of fumbling, and you have my worst GMing by far.
This was a major confidence-shaker for me. I felt like I’d let my friends down (and rightly so), and I called off the game after the session ended. I didn’t GM for several months after that.
2. Airship Privateers (D&D 3.5, 2005). With this game, I tried to balance not having a lot of spare time with a desire for a character-driven campaign. To that end, I did a good amount of prep before the first session, asked my players to write extensive, hook-laden backstories and planned to tweak Dungeon Magazine adventures to fit the theme (airship pirates) and incorporate the PCs’ backgrounds.
Two of my players said that they weren’t interested in writing lengthy backgrounds, and preferred to develop their characters in play. They’re both excellent roleplayers, and would certainly have done so, but I refused to compromise on this “issue” (which shouldn’t have been an issue at all) for much too long. Eventually, I gave in.
After asking for all that character info, in the handful of sessions that this campaign lasted, I never used any of it. Fitting it into published modules was tougher than I expected, and I coasted on the rationalization that I’d “get to it later on.”
To make matters worse, one of my players was so attached to his character — who he barely got to play, and whose marvelous background I completely ignored — that he framed his character sheet and hung it over the fireplace.
3. Selgaunt campaign (D&D 3.5, 2003-2004). This was a pretty good game, with plenty of highlights and a lot of enjoyable sessions (and indirectly, it also led me to launch Treasure Tables). But I made two big mistakes — things that, had I gotten them right, would have made for a much better campaign.
I didn’t lead with the cool stuff, and consequently after 18 months we didn’t get to what I considered the meat of the campaign; and I focused too much on extras (campaign website, bonus XP, etc.) and not enough on the game itself.
I also made two of the biggest single mistakes I’ve made as a GM, both born out of my natural stubbornness.
4. Call of Cthulhu PBeM (1995 or 1996). Wanting to stay connected with my high school gaming group (many of whom are still among my best friends), I decided to run a CoC play-by-email (PBeM) game shortly after starting college.
I opted for pregenerated characters and had a pretty fun initial hook: the PCs were all convicts in a maximum security prison that was under attack by Mythos creatures. What I didn’t have was any experience running PBeMs, and I didn’t know how important it is to set reasonable expectations for turn deadlines.
When several players were non-responsive, I threw up my hands and gave up on the game. I was kind of a dick about it, too, sending out a really petulant email to the whole group blaming them for the game’s failure.
5. Random college AD&D game (1995). I volunteered to run a game for a handful of friends and FLGS acquaintances, and then developed noodle-spine and allowed the group to balloon to something like 12 people.
I came up with a half-assed murder mystery scenario, flailed around for a little while as I tried to manage such a huge group, and then let the loudest player wreck the session. Needless to say, we never played this one again.
If this game had had a bigger impact on anyone involved, it’d be higher up on the list. As it was, I kept gaming with my friends, the acquaintances moved on and I learned some useful things about GMing a large group.
So, What’d I Learn?
Distilling these lessons from my GMing regrets was interesting — I actually learned quite a bit. Some of them are smack-my-forehead obvious to me now, others I’m definitely still working on.
Here they are, in more or less the same order as my five regrets.
- Don’t start a campaign you don’t intend to run well. And if you need more time to prepare (up to a point), take it.
- When designing adventures, build them around the PCs’ (and players’) strengths.
- Mistakes, especially big ones, will shake your confidence. Taking a little time off is okay, but don’t wait to long to get back in the saddle.
- If you ask your players to put a lot of work into their characters (or any other aspect of the game), make the most of their efforts.
- Players like to develop their characters in different ways. Your way might not be their way, and that’s just fine.
- If you advertise your game as involving X (whatever X might be), don’t dawdle: make sure it involves X from the get-go.
- Decide what’s important to you, find out what’s important to your players and then make the game about those things.
- Extras like maintaining a campaign website are just that: extras. Running a fun game comes first.
- Sticking to your guns is all well and good, right up to the point where it makes the game less fun for the whole group. Don’t take it that far.
- If you’re trying something new (like a PBeM), do a bit of research before diving in.
- Don’t take apparent lack of player interest personally, as it probably isn’t personal.
- When something goes wrong (and in nearly every campaign, something will go wrong), don’t end the game over it unless it’s something really bad.
- When you have as many players as you’re comfortable with, politely decline requests to join your group.
- Game prep is one of my biggest weaknesses as a GM.
- If no one cares whether a game continues (including you), it’s time to walk away.
What does your list look like? And what have you learned from your mistakes?
sorry for my part in the failure of the CoC pbm… we should try that again some time… possibly in other forms.
Year Zero campaign, 1998, AD&D 2e, I3 Pharaoh. didn’t let the PCs try their plan to dismantle the pyramid from the top down instead of navigating the deathtrap inside. fortunately, they’re good natured enough to have not pressed the issue, and the campaign didn’t suffer for it. a really good campaign, overall. the party TPKd much later, in a horrific orgy of poor tactics and worse planning against a couple of ordinary trolls.
Debris campaign, 2005, D&D 3.5. determined to let the players drive the story, they didn’t and i didn’t have a plan B. okay campaign, but ended on a whimper.
Worst of mine. Many years back I held a game and somewhat younger player entered the game. Which was her first rpg experience. At one point she declares “We’ll, there is a cave which will shelter us even if it is cold nearby” to which I backed by the rest of the group said something in the vein of “you can’t decide there is a cave! it’s the GM:s job!”. After which the player stays for few sessions and then quits feeling unwelcome.
Was little ackward then.
But now, several years after, reading through and playing some of the indie games I came to the even worse conclusion: Boy were we wrong! Hers was the better and more natural style of play, which she executed better than any of us. If we hadn’t stopped it cold.
stephan: No apology needed! For one thing, it was ages ago — and I was the real pooch-screwer on that one, not you guys. I’d love to try a PbP or PBeM with you (and the rest of the FCS gang) again. Right now it’d have to be as a player, but down the road a bit I might be able to carve out the time to run one, too.
drow: Re your Debris campaign, that sounds really familiar. I’ve definitely made the “no Plan B” mistake before — it’s an easy one to make.
Discordian: I know exactly what you mean. That play approach is very cool, but seems odd unless you’ve already been exposed to something similar.
One of mine:
Burning Wheel: 5 sessions of chargen leading nowhere (there were a few scenes of play scattered among the sessions, but overall, it was just a big failure). Lessons learned from this one: When setting up a campaign with lots of input from the players, make sure to veto anything you simply do not like to run (the campaign was going to be an intrigue deal – something I just don’t do). When using a new fangled chargen system, make sure the players are on board with the goals of the system (we tripped over Beliefs and Instincts a lot). Also, make sure the players are all creating characters that will be interlinked.
Drow: Glad your AD&D players went along with not tearing down the pyramid. Old school D&D requires players to buy into the dungeoning concept – and it sounds like they did. And this might not have been all that bad, as I recall from my early days, players often made these suggestions on how to bypass the whole adventure, partly as a way to make their buy in. In a way, it’s like the comments we all make when watching B-grade horror movies…
Frank
(Notes: The Path to Conflict was a PBeM.)
I’ve since learned that playing out back story kills a lot of PBeM games before they ever start. PBeM’s a small part of my history though…
A lot of what I keep running into results in two lessons:
a) Don’t play with people who don’t like each other.
b) When starting a game, make it clear what people are making characters for. Sure “the twist” can be cool– but it’s better to have a solid group that’s interested in/ invested in each other’s characters.
Mine, also worst to least worst:
1-3. Not driving to the ending. This is actually from more than one campaign (and different systems). In two cases, a move ended the campaign. I still feel bad about a brand new group that I nurtured and got interested, then had to leave in the lurch. It was especially bad because one of the players was instrumental in getting me the transfer (which I wanted very badly, 1000 miles away).
Real life has to take precedence to the campaign, but knowing that it’s a good idea to be able to wrap things up. As soon as I started angling for that transfer, I should have immediately switched our few remaining sessions towards a wrap. Likewise, I learned that campaigns with story arcs–even if the arcs mutate all out of the original plan–are preferable to my style over episodic campaigns. It took me a long time to learn that I couldn’t trump myself every session, but that an ending has a power all its own.
4. Letting personal issues with the players intrude in the game. I was a teen running a 1st ed. AD&D episodic campaign, and the personal issues we had were accordingly silly stuff–now. At the time, they seemed important. Like a lot of teen issues, the only thing good that came out of it was that we learned not do that. Some useful lessons you have to learn the hard way.
5. Fantasy Hero, 1989. Like Abulia, tried the followup campaign with characters that everyone had loved. I’ve actually done that where it worked very well, but not this time. The biggest problem was that the characters did not fit the style of the new campaign. Lesson learned: The only way to make the sequel work is when the new campaign idea fits the characters like a glove.
Honorable Mention: As I’ve mentioned elsewhere, I learned a long time ago that the optimum prep regimen for me is to alternate homebrew campaigns (little rules tinkering, making up setting out the wazoo) with published campaigns (little additions to the setting, tinker with rules to my heart’s content). Every time I ignore this bit of self knowledge, I regret it. The homebrew campaign I’m running now would have been better if I had simply waited to run it after giving myself a break.
1. AD&D campaign, college 1984-85: Our grad student DM had to retire because of spousal opposition, so another player and I took over as co-GMs (both our PCs had just died irrevocably at the same time). The PCs were already overpowered, since the original DM had intended one of the PCs to be the hidden heir to the lost empire and had outfitted him with an heirloom Rod of Lordly Might at 1st level, but I let it spiral way out of control into Monty Haul territory. I reacted against this so strongly that by 1992 I ran a campaign where by 6th level the four PCs had one magic dagger and two ioun stones, and very limited wealth.
2. Shadowrun 1st ed. campaign, 1992: Abortive attempt to run a campaign with (a) inexperienced players, who (b) only knew D&D, and (c) weren’t that into cyberpunk. The first (published) adventure went pretty well, until I accidentally turned over two pages instead of one and missed a crucial scene. And then the decker brought the entire game to a grinding halt. There was no second session.
3. Numerous mapping exercises, 1977-1989: Lots of campaign creation, without ever writing a mission statement or otherwise figuring out what made the world interesting or what PCs would be expected to do. Big waste of time and graph paper that never paid any dividends.
mine was a three day gaming retreat in which I put like 50 hours into prep–much more than the time we actually spent playing the thing. The players happened to be only moderately enthusiastic about the story, which made me feel bitter. My level of investment also led to some pretty serious railroading on my part.
Now I take more care balancing prep and play time, and allow stories that come up in game to take precedence over stories I’ve pre-panned.