Gamer Forge Listener Email:
Comments: Hey guys I am just wanting to write in an ask for your help. I don't want to get into what system is best, 2nd edition, 3rd, 4th, or this system or that. What I want to know is whatever system I am running with my group how do I make it more fun for me as the GM and how do I make it more fun for my players. I will say that we are running a fantasy based system but we do have some elements of a post apocalyptic story going on where the players do stumble across ancient artifacts of a civilization that at one time had mechanical weapons.
I'd be interested to hear what you have to say.
Gamer Forge Response:
When it comes to turning your game up to "11", DCR says:
1. Sell your game. When you are passionate about your game, setting, action, relationships, etc., getting your players on board should be no sweat. Come up with a one-sentence pitch for your game. Something simple like, "vigilante justice" or "zombie apocalypse" will do just fine. Then show how much you love the material. Find a game system that works with your passion. It's a lot of work, but it's like the Peace Corp: the toughest job you'll ever love. Create the excitement by showing yours.
2. Pimp-slap every scene. Set mood lighting or some music to fit your scene. If your game is humorous, give it humor. If it's somber, make it somber at the right times. Players win when they're not just engaged with what's going on now, but when they're excited about what happens next. It's okay to fake excitement, so long as you're not sarcastic. Most times, you only have to fake it for a short time. If and when you find yourself not wanting to pimp-slap your scenery, it's time to move on to something else.
3. Shared experience. You may not make everybody happy all the time, but you can at least make it worthwhile for all involved. Your game should absolutely answer the question, "Why is my character here?" Whatever the answer is, you will create an experience that players will participate in actively, or at the very least, consent to. Creating an experience is the DM's/referee/storyteller/whatever's paramount responsibility.
*To bring your game to "12", DCR recommends finding your favorite book (comic or otherwise), movie, or video game and list out on paper five things you love about it. Why do you love it so much? Be specific.These are things you should strive to achieve in your game. Example: "I love the witty banter of the crew of the Serenity. It makes them more like family."
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