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GameMastery Guide / Running a Game / How to Run a Game / The Art of GMing

Presentation

Source GameMastery Guide pg. 30
Presentation, as they say, is everything, and some GMs go that extra mile to make their game immersive with a cool handout, perfect soundtrack, or premade maps of every dungeon room. Below are a few quick and easy ideas for adding more goodies to your game.

Handouts and Props

Source GameMastery Guide pg. 30
Handouts are extremely valuable for two reasons: they give players information about the adventure, and they are tangible, focusing attention on that information in a way that just saying it doesn’t. Whatever information you put on that handout is information that the party is more likely to pay attention to or act on, simply because it’s sitting in front of them. So write or sketch that diary entry, cargo manifest, treasure map, ambassador’s report, or shopping list for the golem artificer. If the players can’t figure out the story hook hidden in it, give them some Knowledge rolls to help them along, but know that every handout you spend time on will almost always pay dividends at the game table.

Fun, authentic-looking handouts are quite easy to make. For an old treasure map, for instance, try dipping white, unruled paper in coffee to make it resemble parchment, then drawing on it when it dries. You can also crumple it up a few times, tear and tatter the edges, and even smear a little dirt or ash on it. Other options include the following:
  • Rolling up paper to make a scroll (and decorating a cardboard paper towel roll as a scroll case)
  • Writing “TRAPPED WITH GLYPHS” on the scroll presented above, to punish incautious players
  • Tearing a handout in half, so the PCs have to find both pieces
  • Writing in a foreign language or unusual font to represent the need for read magic
  • Using an image or replica of a real medieval manuscript page (with your text in English on a separate page)
  • Using real parchment or shell gold to make a fancy proclamation
Props are much the same sort of thing, but taken to broader ideas. Old pennies or just metal slugs can be put into a dice bag and thrown on the table for a solid thud when the party is offered 200 gp for the job. You can show a wand, crystal ball, staff, or dagger when you play the part of certain NPCs; likewise with hats. And best of all are the “real treasure” props. Throw down an old necklace to represent the Medallion of Rozxanatan the God-Smiter; if you have some costume jewelry with glass or paste gemstones, that usually does the trick.

In general, props are worth digging out for artifacts, for special NPC audiences that you know are coming up, and for particular impact with players who might be a bit jaded or easily distracted. One or two props per game sessions is plenty; you don’t need to turn into an amateur magician just to make a point.

Music

Source GameMastery Guide pg. 31
Watch a movie sometime with subtitles instead of sound, and you’ll quickly realize just how much emotional weight the music carries. The acting, images, and words are important, but the music pulls at your heartstrings, and gives you cues about how the filmmaker wants you to feel during a certain sequence.

Sometimes you want that extra emotional impact for a game. And for those special occasions, it’s worth digging around your music collection to build a playlist. It may seem a little trite, but most fantasy movie soundtracks work well as background music for a fantasy game, so long as you stay away from overly recognizable themes that will jar your players out of the moment. Most of the time, it’s best to use fairly subtle soundtracks (though there’s nothing wrong with some heavy metal beats to keep the momentum, if that’s what you group loves, so long as there aren’t a lot of words to distract people). But if you really want to knock a game out of the park (say, when doing a special “send-off ” game for a player leaving town), then it might be worth it to ascribe themes to particular characters or, better yet, choose songs to go with specific encounters, such as heavy industrial noises for a fight in the dwarven smithy, soft mandolins and violins for the visit to the elven queen, a dirge for a dead NPC, or a bombastic, brassy symphonic charge for the final battle against the villain. The important thing to remember is that the music should support the scene subtly, without taking center stage— for this reason it’s often best to avoid popular music or things with comprehensible lyrics, and it’s important to have the songs cued up and ready so you don’t waste valuable game time and dramatic tension by searching for the proper track.

Lighting

Source GameMastery Guide pg. 31
Lighting is like music; it’s easy to overdo it. But a single candle or dimmer switch can get people to focus, or at least get their attention off their phone or laptop and onto the gaming table. The main thing lighting can do is help minimize distractions. A single spotlight on the center of the GM screen and battlemat usually does very well, if you can set up a table lamp to do so while still allowing enough light for people to see their character sheets.

Attention and Distractions

Source GameMastery Guide pg. 31
Just as effective (and less dramatic) is removing distractions directly. You’re the GM—it’s okay to tell players at the start of the game to put away the game system or music, cell phone or laptop. And it’s also okay to tell them right at the start of the session that if they’re not paying attention when it’s their character’s turn, you’ll skip them that round. That usually does the trick, but if the carrot works better than the stick, you could also give additional XP to the players who are most engaged and prepared when it’s their turn. You can also help them out by writing the initiative order down on the battlemat so the players know who’s acting next, or using a GameMastery Combat Pad or initiative tracker that everyone can see.