Monday, October 22, 2012

GM Tips, Choosing a setting

So you've decided to be a GM, but you're not sure which game to master. What to do? Basically you have to make a decision between four alternatives.

1. You can choose one of the many published game settings, such as the World of Darkness games, i.e. Vampire, Mage, etc, a D&D setting like Forgotten Realms or Dark Sun, or many many more. There are so many games to choose from you are almost certain to find something you like.
2. There are also many published settings taken from intellectual properties outside ”pure” game worlds. Star Wars, Buffy the Vampire Slayer, A Song of Ice and Fire, Firefly, etc. The list is enormous.
3. You can make up your own world and rules.
4. Finally you can take the setting from one game and the rules from another. Or make up either one.

The easiest option is without a doubt, number one. Everything is premade for your convenience, all you have to do is learn the rules, familiarize yourself with the setting and off you go. Keep in mind though that some players love certain settings so much that they technically fall into category two.
It should also be pointed out that some games and their systems can be...eccentric. But there's a game out there for almost everyone.

Option number two is similar to number one in many aspects. Indeed you could argue that Dungeons & Dragons 3rd ed. is the same as Star Wars d20. And they are similar, but the difference is still huge.
Any game that's based on an established (and often hugely popular) IP, has an external authority that you as a GM not only has to be aware of but also has to answer to. Let's take Star Wars as an example.
With six movies and countless novels and comic books, fans have an enormous wealth of canon to look to. Let's say you choose to run your game in the classic Rebellion era. You have to keep in mind all major happenings that takes place, because your players surely will. That means that should they say, encounter Darth Vader, they know he's immune from dying, as he's destined to die later. Likewise you can't just claim Alderaan was never blown to pieces.
You can of course go against the grain, and just keep the setting without the major events, but you will have to inform you players before hand. Otherwise you may have some very disgruntled players who were expecting a very different game.
Gamemastering a well loved IP can be very rewarding, but it does come with a lot of baggage. And should you choose to do so, make sure you choose one that has room for the players to be the heroes. There's little point following in the foot steps of Indiana Jones or James Bond. Their tales are told, it's the PC's time to shine.

As I mentioned above, some official game settings become so popular that they take on the traits of the IP based games. The older they are, the likelier this becomes.
A good example of this is Vampire the Masquerade by White Wolf. The twin ”pitfalls” here are the gigantic mass of sourcebooks the were published. No GM (or ST as it were) had the money and time to read them all. This invariably led to players bringing parts of the canon to the table the GM never even heard of. The second part was the mass of fan creations and fan interpretations often viewed as canon. Most Vampire GM's have had to say ”I don't care what you've read, this is my game”. Or the player who says ”There's no way Elminster would do that”.
Naturally this is different from the Star Wars example, but it's worth keeping in mind.

Another point about IP based games I feel is worth bringing up is the danger of the setting characters stealing the lime light. Jaime Lannister and Luke Skywalker are both cool characters, and there's nothing wrong with having them do a cameo in your game once or twice, after all they are expected to pop up sometime, but if Luke shows up every other game to save the day, your players will likely toss you in a pit filled with d4's. They should occupy the limelight, not Buffy.

So with all this, why use an IP based game? Because they can be so awesome! Both you and your players have a common base to stand on. When you look at them and say ”An Imperial Star Destroyer jumps into the system”, you can see their instant reaction, and it's great. (Besides it's easy to get players interested when they already love the world).

I'll discuss building your own world and designing your own rules in a future post.

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