This week we're going back to the basics to talk about your players, and how important they are. Obviously you can't have a game without them, but there is much more to it than that.
In your games, usually the idea is that everyone wants to have fun. And unless your group plays the Tomb of Horrors over and over trying to get further, it probably happens. However, even with a great story and a memorable cast of NPCs, things can still go very poorly. The cast of players, not their characters but the players themselves, can make or break any game. Party Makeup is how I like to refer to this, although usually it refers to the in-game party, not the players themselves. I will be using it for both, although mostly out of character for this post.
The Party Makeup is insanely important because if everybody dislikes one guy you invited to tonight's game, before you know it there may be no more PCs in your future. Thankfully not all groups are that quick to draw their guns, but it is very important to listen to what kinds of people they want to have as other players. And if you're trying to get someone to join, tell everyone if they know them to make sure they're welcome. If they don't know the newcomer, maybe setup a meeting beforehand? I understand that's not always plausible, but with a newcomer nobody knows, generally it is better than inviting a friend to join without telling anyone. Although it seems like that shouldn't be the case, people hold grudges and biases that can be really halt games until the problem is dealt with.
If a player or players is/are unsure of someone you feel would be good in the group, talk with them. Make your points for why they would be decent in the group, and let your player(s) make their points as well. While a GM is in full control (to a degree) during any given game session, outside of those it usually isn't the case, and making it feel that way is generally a bad idea (With the sole exception of PARANOIA, THE BEST RPG IN ALPHA COMPLEX, CITIZEN). On the flip side, if a player feels that someone you or they know could be good in your group, try to be receptive. If it's a friend, then you can talk about why s/he could or could not fit into the group. If it isn't a friend, then it's much more of a risk, but can definitely pay off. I've done all of these, and the results have been varied, all dependent on the people invited, and not the method used.
However, sometimes bad things do occur - Maybe a player got upset because the Cleric stole their thunder (literally?) in the last battle, or because you ruled in someone else's favor. No matter the case, it is your job as the leader of the group to settle things. I want to be clear though, I mean this all out of game. Even if normally you aren't leading the group of friends, if someone gets a call and starts crying off in the corner, you as the GM need to understand it's your job to help work things out where you are, perhaps by taking a break. You don't need to have nightly conversations with the player with issues, but when people at your table need you to control the situation, it is your job to. If two players are having a problem, you need to be able to sit with both of them and talk it out, ideally as the neutral party between them. If a mutual agreement can't be found with honesty on both sides, then something needs to happen. Maybe someone needs to leave the group, quite possibly one of them has to take a break or make a new character, all depending on the issue, but the key point here is that you need to try to settle problems between players, hopefully with everyone acting like mature adults about the issues at hand.
This isn't really something people can get around. The GM is naturally seen as the leader in most every tabletop role-playing group I've ever seen. And it may take some time to get used to the role. Yes, these are unwritten rules, and no, they aren't fair - I mean you need to plan for the session, plan the where, when, and who, bring materials, make rulings, deal with the universal problem player, AND help the guy with his issues which happened when you were supposed to be playing your game to have some fun?
When you do a good job helping out your players, they will begin to understand that you're willing to help them, and that you're there for them. It makes a great GM/player bond that can translate into friendship if you're not at an all-friends gaming table, or an even stronger friendship than before. And perhaps your players might understand and be grateful, and be there for you when you need someone to be in charge while you freak out for a little bit. It's all depends on them and you, and how the relationship morphs and evolves. Maybe they'll learn how to handle it with your guidance when they finally take the dive and try GMing that system they always go one and on about?
Take pride in your duties though, and try your best to help out your players in their time of need. Whether it's with a player having problems with how another players acts, or maybe someone wants to join but you know they aren't a good fit with the other players in the group, it's your responsibility to handle things like these as a mature GameMaster. The pressure might be high, but these things come up randomly, and you need to be able to deal with them. Before and after sessions issues like these are less of a priority, but while you're in charge people look up to you for guidance, so reassure them in stride with your actions for the betterment of your friends and group.
May your players never quarrel, and your rules be clear-cut and easy to grasp,
Taylor Shuss
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