GM Primer: Table Management

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Primer 2: Table Management

  • This System Is Dense As Hell
    • It’s ok to not remember everything. Write shit down so you don’t have to
  • Do the Planning work first
    • Sort out your dice pools for the opfor in advance
    • Rule of thumb:
      • About 10 Dice for Mediums and Lows
      • About 20 Dice for Highs and Deadlies
      • About 30 Dice for Extremes
      • About 30-40 Dice for Semi Primes
      • Anything over 40 Dice is Prime territory
        • It doesn’t actually matter the composition - you can plan it if you need to, but anything over extreme the requirement get wobbly
    • Record book and page number notes in your planning notes
      • This will let you Control-F look up things in legally acquired PDFs swiftly
      • When someone hits you with an unexpected power, take 30 seconds to ask them for a book and page and look it up. No one will mind. We all know how crunchy SR5 is.
    • What happens if someone throws you a curveball?
      • Depending on who it is, it is ok to trust them with their mechanics - get a book and page to confirm, and let it roll.
      • If it unbalances the encounter, LET IT.
      • This just became their spotlight and you’ve learned something
      • When in doubt, take a ten and check the rules or use the On Call GM tool.
  • Set the Tone
    • Plan your intro and outro
    • Don’t just wrap at the end unless you’re crazy short on time
    • Music? Think like how audiobooks do the opening and closing 30 seconds
    • Landing Pages help set the overall run tone
  • Setting Tone:
    • Word choice, overall tone of voice, and content all contribute to tone.
  • How to Do Good Picks
    • Mechanically
      • Pick characters who will have a mechanical spotlight during the run
      • Pick characters who are “just right” - not overpowered, not underpowered
      • There are exceptions to this - narrative choice overrides it, sometimes characters are overpowered on a different aspect than the run focuses on, etc.
    • Narratively
      • Pick characters who will have a narrative spotlight
      • Faces should get more than just the Johnson negotiation
      • Street Sams should have chances to intimidate, to do Physical Things, not just attack
      • Mages should have something more than just “I zot the watcher spirit”
      • Deckers/Technos should have more than just host diving something once or doing a matrix search
      • Riggers should have a chance to use their drones or vehicles to some effect
    • Splitting the Party
      • Handling the “Van Sam” problem
        • Notably, consider narrative spotlights above
        • Pick characters with wider toolboxes
      • “Decker Time”
        • Communicate time expectations
        • Let people take breaks while handling magic time, decker time, solo infiltration time
      • During the course of the run, make sure, make sure each person gets a spotlight solo time - by removing the pressure of “making everyone wait for decker time”, you can communicate better - give players the agency to hang out and listen or take guilt free breaks without “missing anything” for their character
        • Social face negotiations, narrative decker fights, etc
    • COMMUNICATE
      • Let players know time expectations - how long will decker time take? Is it the end of a session break where they can sign off early?
  • RYG and the IC / OC line
    • We know RYG / X Card for content on runs
    • Use RYG for player stress, frustration with things, etc
      • Failing sucks, sometimes the dice roll bad
      • Discord actually kind of sucks for this - people talk over each other because there are no visual cues that someone wants to talk
      • Actively communicate timing of breaks, of RP sections, of dice rolling sections, etc
      • Actively get the quiet ones involved - “what is XYZ doing while the decker does… etc.”
    • RYG is player safety - and that means both about questionable content as well as the modalities of gameplay
  • Handling table management in a Play By Post
    • Consider the ideas of Chapters and the old Choose Your Own Adventure books.
      • What makes PBP difficult is that it is asynchronous - players are more likely to get lost
      • What makes PBP difficult is that it is 100% text based - reading comprehension is hard
    • So what to do?
      • Give clear updates at each “chapter”
      • Give potential follow up bullet points (Originally an Asmo idea) for the players to follow to reduce decision paralysis
      • Requires a LOT more forethought, pre writing, and clear “checkpoints”
  • Let go
    • Shared Story
      • Remember the goal is to lose well - and so any plot point which can be edited on the fly to have come from character choices and consequences is better than whatever you might have already written
      • You are not a Game Master or a Storyteller, you’re a Guide - your goal is to guide these people through the story you’re created for them, but they are going to take their own route through it
      • GM determines WHAT plot points are present, players determine HOW they get there.
      • Be prepared and open for them to Go Left on something - when in doubt, call a ten minute break and plan.
    • Set the dice up to be against the players. Set the world up to be against the characters. And then be entirely on their side the whole way through.
      • Drak: “I’m going to make you bleed, but I have the bandages”
    • Sometimes they come up with Better Shit. Roll with it!