Show and tell for gamemasters -1st

Posted by on Aug 11, 2010 in Gamemaster Tips | 0 comments

If you are into writing, you have probably read the advice: show, don’t tell. What does it mean? Simply put

Tell

He was obese.

Show

There walked a man, heavily breathing as if every step were a quest. Eyes moving fast, head hanging low trying to spot those who would silently laugh at his body and, at the same time, if it were indeed possible to hide its huge, amorphous shape.

Show and tell

Now, many people would parrot the old “Show, don’t tell” advice and try to spot obsessively for any instance of telling. In fact they both have a place in writing and in gamemastering.

Show is expensive. Suppose we are playing in your typical medieval fantasy and our obese friend is a shop owner. In the campaign you are playing, he’s there only as a provider of new weapons and other supplies. Is it a good idea to describe every “extra” non playing character in-depth?

Show focus the players attention. Players notice when you care, they suppose that when you spend time with something it’s because that something is very important for the adventure and/or their characters’ wellbeing. If you spend a lot of time “showing” the shop and its owner, they will come up to the conclusion that it’s much more than just a shop… and act accordingly. They will explore the place, make questions you aren’t ready to answer and, in the end, feel ultimately cheated when they finally realize it was just a shop.

What to show

I will expand this section on a specific post. For this introduction a list should suffice.

The Hook

Suppose your player-characters have to find a potion to fight a terrible epidemic. Let the aid to moribund kids, let them see the charts filled with corpses, an artisan working fast on new tombstones, mourners and prayers.

Is there a treasure to be found?, let them find a scroll praising its wonders, the huge palace that was built with the last treasure they found, make them meet a loser, a failed, crippled, npc adventurer who remembers the day he almost put his hands on the treasure… only to have to flight from some aberrant horror.

The theme

Don’t believe that just by telling the players, this is a “hard science fiction” game, they have understood what to expect and what is all about. This is specially important in games which have an original setting and focus, as I believe N&B is; but even in a well known game is a must.

Your players need to see this is not -just another run of the same old game-. Does your fantasy contains elements of romance? Let them see it. Is your game-world under the joke of some megalmaniac tyrant? Let the players listen to a new proclamation of the Grand Emperor of demanding one slave from each family to build his summer pyramid.

The essential information

Why do players forget to go to the library which contained all they needed to know to defeat an ages old horror? Because they thought it was just a library. Or because they weren’t paying attention to your words.

Had you shown the library: its Victorian decoration, the para-normal investigator who comes out of it with a heavy notebook bursting with hand scribbled notes, the blackened windows from a recent and mysterious fire… your players would have noticed.

Main Non Player Characters

Actions show a true character, but so do their emotions, words and mannerisms as you show them to your players. Obviously some characters would like to hide their true selves: then show their façade, show what they do to fool the player characters.

Above all, bring them to life through their interactions with other characters, especially player characters.

Most important actions

Why are combat actions memorable in role-playing? Some may say, because it’s fun — which is not always true — some may say because it’s extremely important for the survival of the characters — and there is truth in it — but also because they are told and played in vivid detail.

If, as a Game Master you want players to love social interaction: trying to conquer a lover, gather information or some intrigue, then do not leave it all to a few rolled dice. Plan it, develop, bring details, consider the “tactics” that could be involved. And show the players why they should care, show what’s at stake.

The end

Which should be a link for another game. Even if you are not playing a campaign, it never hurts to let the players wanting for more, to hint that there could be more adventures left after the adventure.

Your players have worked hard for their triumph. Let them enjoy a crowning ceremony, be knighted, be granted a medal, or a huge village party with loads of roasted pork. Show them they have achieved something.

Or show their failure, what the consequences have been. If they are dead, consider a funeral or a statue. And bring some hope, if there is still any.