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While I've not lately gotten anything
much done as far as SR material, I found a rant on GMing that I wrote a while
back and sent to a couple of my players. I thought I'd re-write and expand
on it and post it here:)
by John Pederson
<[email protected]>
Second, role-play the NPCs. This is
probably the only RPing you'll get to do as GM. Relish it, and remember;
like PCs, NPCs have personalities and motivations, people just like any other.
Remember to play them that way. Also be sure to let the players RP. Encourage
it if you have to. Remember that the first two letters of RPG stand for
Role-Play. Unless the RP is getting in the way of the game or you're under
some sort of time constraints, don't force them to stop. As an extension,
don't push the players in any direction unless you absolutely have to. There
are only two required points in any adventure: the beginning and the end.
In between these two, anything can happen. Also, be sure to use APPROPRIATE
contacts during the game. If the PC has no contacts within a particular city,
don't give them access to pertinent information on that city through that
contact without good reason. Along the same reasoning, a squatter isn't likely
to know the latest goings-on among the corporate elite. The Friend of a Friend
rules from the Shadowrun Companion would be advisable to cover such holes,
if possible. As a GM, feel free to improvise, but never force the player
to make a decision which goes against the character's person. Pretty much,
allow them to do almost anything they want, unless you can come up with a
plausible reason for not allowing it (game balance counts as a plausible
reason). That goes DOUBLE for magic. Unless you are ABSOLUTELY sure you can
manage it, don't run a character with the PCs. I'm talking about having your
own runner to accompany the players on their jobs. I say this because the
character will either wind up standing around and not contributing to that
team except in providing an extra body and guns, or the character will wind
up as a Deus Ex Machina plot device, knowing everything and saving the PCs
at the last possible minute. Unless you are absolutely sure that you can
keep In-character and Out-Of-Character knowledge separate, don't do run this
kind of character.
Be familiar with the rules. If you don't
have time to read them before hand, you should at least have them book-marked.
Important points include the spellcasting procedure, the procedures for
conjuring, the instructions for a combat turn, as well as the page(s) on
which weapons ranges are marked, modifiers for almost anything, info on vehicle
combat, etc. If you have a screen, it would be a good idea to use it. The
FASA-produced GM's Screen is a good suggestion, though the charts are not
entirely up-to-date, the Matrix ones especially. If you need info from books
that another player has, ALWAYS ASK. NEVER just pick it up and start reading,
even if it is simply laying on the table. This is one of my biggest pet peeves.
NEVER lay someone else's book(s) flat on the table. This tears up the binding
of the book and shortens the book's lifespan. If this becomes a problem,
you may find yourself replacing books handled this way. So, if you borrow
a book, treat it better than your own, unless you really enjoy spending your
hard-earned money on things that you won't get to play with, when you could
have bought them for yourself.
Don't antagonize the players. Don't
insult them, don't pick on them, don't complain about them where they'll
hear it. It's bad manners, it reflects poorly upon you as a person. This
goes double for antagonizing the GM. It can (and will!) result in penalties.
If you wish to complain so much about how poorly someone GMs, you can run
the game yourself. No one should have to put up with constant complaints
from someone who doesn't understand the position they are in.
A note for players: try to be thankful
for your GM. He spends a lot of time and effort trying to keep you entertained.
Be willing to forgive and forget the occasional flub on his part. It's alright
to correct and argue with him, if you disagree with his stance. But keep
the arguments for the time after the game is over. Arguing during the game
will only cause a scene and interrupt the game. For the love of God, WAIT
on the arguing. Anger will keep. 'The moment' will not.
GMing: It's Not an Easy Job
Some things to know about GMing: First
and foremost, if the PC's screw up, miss something, or fail to successfully
complete the mission, LET THEM!!! And DON'T TELL THEM THAT THEY'VE MISSED
SOMETHING! In other words, if the game happens to go off the track that was
created for it, LET IT HAPPEN. If the players fail the mission, the games
are most often set up so that someone else saves the world in their place.
Learn to deal with the possibility that the 'heroes' of the game won't always
win. Even the hero (or anti-hero, as the case may be) will sometimes fail.The
sooner that you, as the GM, figure this out, the sooner you'll get over
it.
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original author(s). Shadowrun is a Registered Trademark of FASA Corporation.
Original Shadowrun material Copyright 1994 by FASA Corporation. All Rights
Reserved. Used without permission. Any use of FASA Corporation's copyrighted
material or trademarks in this file should not be viewed as a challenge to
those copyrights or trademarks.
John Pederson, [email protected] or
[email protected]