Looking to GM?

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Currently we are in the works of creating a GM HANDBOOK.



While it is still in process we'll allow for some teasers to help aspiring gms figure out what they need to get started.


Introduction
So, you’ve decided you want to gm.  Awesome! The Cardians are always looking for upcoming and willing GMs. There are lots of players ready and waiting to get in on the tabletop action, and you can help make that happen!

However, before we let you loose on players there’s a bit to do and consider. We do hope you read the following document, as it is distilled from the experience from various GMs.  Things to understand and ideas that will help your experience as a gm run just that little bit smoother.  It's a big commitment and you become responsible for more than just yourself.

Think about how the GM and players interacted in your last campaign. Why did you have fun? How did the GM make the campaign enjoyable? What made the campaign great?   When were the times where drama occurred?

There are many things to consider and it can be overwhelming to start with.
So before you start formally brainstorming, ask yourself the following questions.

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• Am I willing to invest the time and commitment? Depending on your plans for your division and its complexity, campaigns can run for a year or more. Think of how much time you have in the long term.


•Have I familiarized myself with the rule system and Roll20? You don't need to have memorized the entire core rulebooks, but you should at the very least know how to call for dice pools, how initiative and combat works and so on. The same goes for operating the board in Roll20 rooms.


• Have I familiarized myself with storytelling? The GM takes a bunch of dice and success totals, and spins them into a narrative of cause and effect. A GM should be able to manage all players equally, and create an engaging story on the fly.


•Do I have a general idea of the kind of campaign I want to run? How many players would you like, what are the themes/motifs for the story, ideas for the setting... nothing has to be set in stone. Sum up your campaign vision in a few sentences, and work from there.


•Did I butt heads with other players and the GM a lot? This is kind of a big thing to think about. There is a lot of responsibility being a GM and a lot of stress too.  Drama can make or break a good experience as a GM and a player.  If the answer is yes, try and think about:  Why these things happened? How they could be avoided in the future? How are you going to manage it if it happens in the future?  


•Can I responsibly deal with and manage players? Remember that everyone’s in this together. A GM should treat all players equally, and make sure the game is fair on everyone. Drama is no fun. But when it arises, it’s up for the GMs to cooperate with their  players to resolve the issue. If you’re planning to GM, you should be capable of approaching arguments with a cool head and settling them cleanly and professionally.


•Can I communicate? In a game that relies on social interaction, miscommunication will break the setting apart. The GM
should be able to clearly state to the players what’s going on, to prevent the players from getting confused. Don’t assume, ask. This also extends to outside sessions - being open and communicating to the players on a regular basis will prevent misunderstandings and potential drama. If something major does come up, then it’s also important to communicate to the admins.


•Can I keep track of what I’m doing? Everyone has that Great Ambitious Idea they want to tackle in their first campaign. Aiming high is great, but think about what you can manage and scale back appropriately. After all, you control the plot. If the plot falls apart because you can’t keep track of it, so does the game.


•Can I be bothered to do the book work? Remember that keeping tabs of player character’s stats, exp earnings and usage is a team effort, and the GM should know to keep any bookwork or resources updated. Now you don’t have to be a perfectionist bureaucrat here, but at the very least check to make sure nobody’s missing out on EXP or cheating a few points in.


•Can I manage my stress levels? If the GM has a meltdown, the division is likely to fall apart. Think ahead. Think about how much time and effort you’re willing to invest, and then think if that amount is feasible. If GMing feels like an obligation rather than a pastime, then maybe it’s not for you.


That said, if something does come up and you need a break, make sure to contact the players and keep them all on the same page. Venting personal issues to your players isn’t going to solve anything.
Most importantly:


•Am I going to have fun? The tabletop experience should be just as entertaining for the GMs as it is for the players! Don't stress out. Do what works for you, collaborate with the players to find something everyone can enjoy.


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If you'd like to read more, here is a link to the WIP of the book Here



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Musashi-Twist's avatar
There are some really good links I have on hand for people who are interested in GMing. The articles are mainly geared towards a D&D audience, but I find they are quite useful for GMs to have a deeper understanding of this sort of thing. Who do I talk to about this?