Advice for Muses (and other Game Masters)

The Role of Muse (or Game Master) can feel complex and overwhelming, especially for new players. After more than a decade of running games for all sorts of groups, I’ve developed a set of rules to stop me from leaping into a pool of lava. Now while this is written in the context of Tavern of Conquests this advice can be applied in all sorts of roleplaying games.

What game are we playing?

Now I don’t only mean literally. Yes, of course, Basic Fantasy plays differently from Call of Cthulhu but the chasm between two different tables enjoying the same game can be equally massive. The group has gathered to do what? Hang out, eat some pizza, and speak in funny voices-great! A battle of wits between the Game Master and the players, sure. So even if the rules are not different the approach can be.

This is of course dependent on who is playing. I run the games for my friends differently than I do at public tables. While occasionally I do more I tend to break it down like this-

  1. Difficulty: How easy will it be to accomplish the mechanical aspects of the game? If it’s a combat game how likely will you die? Horror, when will you? Erotic (Like Tavern of Conquests) how “easy” are your conquests ;).
  2. Style: The aesthetic feeling I’m trying to convey. Sci-Fi dystopia, gritty Sword and Sorcery, romantic. This can focus folks both when they join and how all might play.
  3. Rating: I’ve run sessions for middle schoolers and slightly tipsy groomsmen at a bachelor party. The level of appropriateness is not the same. Most people understand the difference between a PG versus PG 13.

“Yes, and…” applies to us too

Game Masters in most systems (and all of the most popular ones) are given a lot of authority. The same person creating the challenges is also the one making calls about how those challenges play out. There are a few ways to get around this, which vary depending on the game. But a standard piece of advice is referred to as the “rule of cool.” If your player wants to try something and it won’t break the game, let them. The instinct should be to reward player innovation.

We’re players too

Please, please don’t forget you’re here to have fun as well. Except, for a few lucky folks most game masters are not paid professionals given money to babysit. You’re a part of the gang. So make sure you act the part. What do you like about the role? Making the coolest treasure? Developing NPCs who come to life? Crafting new rules? Receiving sexual favors from your partner (Note: this is only for Tavern of Conquests)? Whatever is your favorite part of the game, don’t feel guilty about spending a little time on it.

Connection

What are the players trying to accomplish and why do they want to play this game? Don’t view this simply as boxes to check off (though it’s a helpful tool) but as the beginning of a relationship between the G.M. and the other Players. Don’t view others by role but as individuals. Communication is key to any human endeavor and this is especially true when groups work together on a game.

Improve + Planning = FUN!

How much someone plans before a session really depends on the person. My personal system involves me doing a fair amount of reading and marking down a few important features. While others have far more material on which to draw. The key is that no matter how much you plan know… simply know… that the player will do something unexpected. I’m sure there is a player convention where they come up with new methods of derailing GM plans. But this is also half the fun of the game. Remember, there are no wrong answers. Keep the game going, enjoy, and if things change don’t worry, your planning will appear later when they least expect it.

Until next time!
Capricos 🙂