Started a post on Monday that was fairly wistful. Started a post on Wednesday that was more nostalgic. Started a post this morning that was full of irritation and ranting...real piss and vinegar stuff, calling out people, naming names, etc.
I ain't posting any of that. Heck, I ain't even going to give you summaries.
Here what I'll say instead:
Let's for the moment assume that you wanted to read a book explaining the path to being a great Dungeon Master. Because (let's say) you really like Dungeons & Dragons, AND you're the person (for whatever reason) that ends up in the Captain's Chair, more often than not. AND you've decided that, hey, maybe I could use some notes or insight or gosh darn instruction that might help polish my game. A handbook of practical information, untethered from considerations of rules and mechanics (as one finds in the DMG) yet structurally sound, applicable, and good for reading/reference. Something containing a paradigm that makes use of the BEST information found on various blogs BUT CONDENSED, in a way that meandering bloggers just can't seem to get going. Something with a table of contents, perhaps.
Let's say, as a thought exercise, that you wanted that. And let's say there WAS such a book, available in paperback and audio and ebook format...a platinum best-seller on DTRPG with a (near) 5-star rating and a ton of positive reviews and accolades. And let's say you bought it and opened it up to that table of contents...a table of contents that featured multiple authors giving essays on various aspects of running the game. Would you hope and expect to see chapters with these titles (in this order):
"Making Players Shine"
"Creating a Fun and Inclusive Game For All"
"GMing for Kids"
"Giving Initiative: Engaging Shy Players"
"The People At The Table"
"Advice for New GMs"
"Tips for Long-Time Gamemasters"
"Planning Your Campaign in Four Stages"
"Character Love Interests"
"Gamemastering on the Fly"
"One-Shot Adventures"
"Winning Player Investment"
"Knowing the Rules vs. Mastering the Game"
"The Art of Theatrical Gaming"
"Laughter, Cellphones, and Distractions from Serious Gaming"
"Roll With It! What to Do When It Doesn't All Go As Planned"
"Feasts and Famines: Handling Large Groups or Just One Player"
"Ditching the Miniatures: Playing A Smoother RPG"
"Getting Things Going Again"
"Dealing with a TPK: How to Save Your Players, Your Campaign, and Your Reputation"
"Moving the Perspective"
Really? This is going to show me how to be a Dungeon Master?
With tax, the price of the book runs a bit under $22...a little more than $1 per essay. That wouldn't be an unreasonable price...if any of these essays looked worth reading, I suppose, if I'm bring perfectly honest, I do have some curiosity about one or two of these...what could a four page essay tell me about handling "large groups or just one player," for example, that couldn't be said in four sentences? Hold on, let me give it a try:
While D&D can be played with as few players as one (or even none, should a DM want to use the random dungeon generators, wandering encounters, and treasure tables to play an abridged "solo" game), the game functions best with a number of players, working in cooperation. Challenges will need to be adjusted based on the player number: I've found six to eight player characters to be optimal, and groups with fewer players benefit from a number of NPC companions that can fill the ranks to this number. Over the long term, campaigns can sustain play from a huge number of players, but practically speaking, it is difficult for a DM to manage a table with more than nine players at a time, slowing play substantially and diluting the play experience for all. If you have such large groups, it is best to run multiple sessions of smaller parties, rather than huge groups at once.
That's not bad for a first pass. I mean...it's about all that needs to be said, really (perhaps a footnote regarding large campaigns with multiple DMs).
But...whatever. Curiosity is about the only reason I could see myself spending money on this thing, because none of this looks like solid, practical information. In fact, much of it looks incredibly counter-productive and terrible advice; I could easily see individuals incorporating this nonsense into their DMing producing games that are far worse than what it would have been without these "tips."
Here's an excerpt from the first chapter (I'll remove some of the excess padded word count that adds little-to-nothing):
"...we're there to make the players shine and the world come to life, and the nice thing about doing so is that both activities feed into each other. The more engaging the world is, the more players feel encouraged to get involved and make their characters shine. The more the PCs shine, the more engaging the world becomes.
"GMs can make players shine by giving them as many chances as possible to succeed and look cool while they do it. That's it! ...
"Thinking of GMing as a service job helps make the game as great as possible for all of the players. If your focus as a GM is on your players and their awesomeness, and you are constantly engaged in making "shine moments" happen whenever they can, then you create a positive feedback loop: Players work to do cool things with their characters, you make the world react in a cool way to what they do, the whole table celebrates the cool moment as it's happening, and the loop continues. Players get more invested in the game, the world, and the story, and contributing more great ideas and story grist as a result. Everybody wins!"
Sure. Dance monkey, dance. Feed the narcissism at your table.
The chapter continues with telling the DM to celebrate good dice rolls when they occur, to use elaborate descriptions of how awesome a player succeeded at their skill check or attack roll, so that the player can feel special and shiny.
This is shitty, shitty advice. Just what, do you think, you're communicating? Hey, anyone remember
Deep Thoughts by Jack Handey? Here's a comparable quote:
Children need encouragement.
If a kid gets an answer right, tell him it was a lucky guess.
That way he develops a good, lucky feeling.
Yay. You picked up a 20-sided die and rolled a high number! Let's celebrate! You're really good at rolling dice! Glad to have you on the team!
Now, hold up a sec. Probably there are DMs out there who could benefit from some advice on managing players at the table: understanding the difference between DMing kids and adults, or extroverted individuals and introverted, and the general nuts-and-bolts of acting as a facilitator/referee for group dynamics at the table. Sure. But that's ONE CHAPTER, and (for my money) probably not a terribly large chapter. The fact is, being able to manage group dynamics effectively is DMing 101, and if you need a whole lot of training on that, you're probably NOT cut out to be a DM. Sorry.
Tuesday, I had lunch with
Rob, my oldest friend (we've known each other since preschool).
It's been roughly fifteen years since the last time we got together; a lot has changed for the both of us in that time. For one thing, he's playing D&D now and is, in fact, acting as the Dungeon Master for his group. This despite never having much interest in the game in the past (to be clear, we played other RPGs...like
Classic Traveller...and hex-n-chit war games. D&D was just
never his thing). Amazing, quite frankly...never thought I'd see the day. Gave us PLENTY to talk about, even after catching up on all the fifteen years of history we'd missed.
He is, of course, playing 5E "but only because that's the version my game group wants to play." Never heard that before. He ended up becoming the Dungeon Master after the first session and "the DM decided she really preferred to be a player and not a DM." He says he enjoys the role mainly because it has stopped him from having to answer the question 'what do you want to do?' He'd much rather react (dance monkey!) to the players than have to generate his own proactive action.
[comes from playing a directionless game with no focused objectives, I suppose]
Rob is VERY new to D&D...he doesn't know anything about 2nd or 3rd or 4th edition D&D, for example, though he has heard of Matt Mercer (*sigh*). He found my perspective on the game...mm..."intriguing," to say the least; especially what the game is, what it does well, and how best to use it. "I might have to invite myself to one of your games," he said. Yeah, probably, should.
It's too bad he lives in Everett.
See, Rob is now discovering...at the ripe old age of 49 and a half...some of the joy of Dungeons & Dragons. "Some" being the operative word, because there's also discontent...it's like he can see the potential, but just can't grasp it. Like he sees there's an answer, but he doesn't know the right question. He knows people are having fun with the game, but he's not quite sure he is having fun...or (perhaps) not quite sure he's having the kind of fun that he wants to have. Or feels he could have. Or even knows what it would look like to play enjoyable D&D.
Is "fun" on the chapter list for the aforementioned 'gamemaster guide?' Hmm, let's see: "Creating a Fun And Inclusive Game For All" would seem to suggest something about "fun," including "fun for the DM" (I mean, I'm just inferring that from the "For All" part of the chapter title). Hmmmm...reading through the chapter, the answer would be "no;" it's just about understanding and recognizing issues of diversity and privilege and being understanding of people's feelings, maybe using an "x-card," setting boundaries, etc.
Um. Okay. I guess that's good advice to being a better human being, but it's not really giving me information specific or pertinent to running Dungeons & Dragons. Again: small chapter on how to run a table: good. Maybe a couple sentences about not being an asshole or allowing people at your table to be assholes to each other. But this is really remedial shit, and if you need a six page tutorial on the subject, you've probably got bigger fish to fry, life-wise.
*sigh*
Anything about running a long-term campaign or the benefits thereof? No. Anything about commitment to world building and the mindset necessary for engagement? No. Anything about studying real world history, politics, sociology, mythology for the betterment of your campaign world? No. How about the absolute importance of knowing and understanding the rule system being used, in order to provide the players with consistency and a referee that they can trust? No, in fact we get gems like this instead:
"Understanding when to strictly apply rules instead of maintaining game fluidity is one of the true marks distinguishing the novice GM from the master GM...the GM has to learn how to balance the impacts of ruling on the fly to ensure that the game continues without making it "too easy" as well as ensuring that the carefully-crafted player character abilities are not swept away and ignored.
"Game play can be improved in both the short term (flow) and long term...by improvised decisions. To master the game, you, the GM need to be agile enough to decide when to just make a decision rather than go with the rules or rulebook...
"...What is important is that you spend game time actually playing, and not consulting rulebooks every 15 minutes. True mastery of tabletop roleplaying means that a GM has control of the table...this, in my humble opinion, is best accomplished by maintaining game flow and progress.
"One of the most definitive differences between modern games (such as Pathfinder and 5th edition) and the old style games (like OSR games) is that in the former, rules and not pure rulings govern play."
What in the actual F is this guy talking about? Are you f**ing kidding me? You know, I happen to play an "old style game;" it's called first edition AD&D. "Pure rulings?" Are you a f**ing idiot?
Yes. The answer is yes. He is a fucking idiot.
Sorry, sorry, sorry. I said at the beginning of this post that I was NOT going to rant. But that was before I started digging into this thing, this boondoggle of an "advice" book. It is full of shit. Just dreck. Reading it will make any novice DM stupider and less competent or (at best) do ALMOST NOTHING to improve their ability to run the Dungeons & Dragons game.
And I am angry. I am angry that there are smart, enthusiastic people out there who want to play this game, who want to RUN this game, who want to be Dungeon Masters, who are not getting the help they need. Who are instead given dreck like this. That and a thank you from WotC for buying their a product and a middle finger for those asking for some solid advice.
Yes, I'm angry. I'm angry at myself. I should have already written a book on how to run this fantastic, amazing game. A helpful, no-nonsense, non-padded book. Something that ANY novice DM...middle aged, like my buddy, or kids like my own...could benefit from. Man, I've wasted a bunch of my time.
That's the next project. That's the new project. Everything else is getting back-burnered.