14
submitted 5 days ago by naught101@lemmy.world to c/rpg@ttrpg.network

Seems like there's a butt-load of GM-guidance material out there. In particular things like the Lazy GM's Guide. But it's harder to find good, accessible and reasonably comprehensive guide for building good players and player arcs.

I'm a new GM, and have a few new players who having fun, but are not feeling feeling like they know how to develop their character well. Any useful material I can give them would be appreciated.

We're currently playing a game that's mechanically a bit more like PbtA (not crunchy), but advice for any game/system is welcome.

you are viewing a single comment's thread
view the rest of the comments
[-] jjjalljs@ttrpg.network 3 points 4 days ago

Some of it depends on what system you're playing. I always recommend reading more games, because even if you don't adopt their rules wholesale there's often ideas you can steal.

CofD had this idea of "aspirations". Players are asked to write down one long term thing they want to see happen to their character as a player. That's not necessarily what the character wants. The players should also have one or two short term aspirations. Since these are for the player and not the character, they might be something like "Get in a car chase" or "Take a hit that would fell a normal human" This gives the GM a little guidance on what the players want, and if they're like "i dunno" that's a prompt to talk about why they're here.

More general advice: Engage with the game and its premises. If you're playing a game about superheroes that go out and fight street level crime, don't make a character that spends all their time making a mundane brass band. If you're playing a scrappy militia defending an outpost from a zombie threat, don't play a guy whose current obsession is writing poetry. Engage with the premise. "Wacky" stuff gets old fast. Playing safe to the tune of "Oh that sounds dangerous I'm just going to stay in the fort" makes for boring gameplay.

I ran a game that ended unhappily because of this. I wanted it to be "explore the cursed island full of monsters and traps", and one of the players just wanted to open a restaurant. No. Bad. Engage with the game as pitched. If you want to play something else, talk about it instead of rowing against the current constantly.

Engage with NPCs. I have a lot of players that just don't ask NPCs anything. That doesn't mean the NPCs are going to drop everything to help you, but if the GM is doing a decent job they have their own motivations and desires. They should be more than Final Fantasy NPCs that have a few fixed lines and a quest reward that pops out.

[-] sexybenfranklin@ttrpg.network 1 points 2 days ago

I wanted it to be “explore the cursed island full of monsters and traps”, and one of the players just wanted to open a restaurant. No. Bad.

Respectfully, that player is an ass.

A game about opening a restaurant sounds really fun. Playing a character like that in a different kind of game ain't the time or place though.

I just started running a game of Broken Compass, and I truly am blessed to have my group, because they're great, but we still all built characters together as part of session zero so I could make sure they all fit the theme of the story I'm trying to have them inhabit.

[-] jjjalljs@ttrpg.network 2 points 2 days ago

I definitely learned from the experience. Specifically, be explicit about what tone and such we're going for, and be firm if someone is going off in some other direction.

In her defense, she'd played little to nothing before.

[-] naught101@lemmy.world 2 points 4 days ago

I think my players are doing a decent job of most of this. The newer ones perhaps less so with the engaging with NPCs, but that's also probably substantially my fault as a GM, for not making opportunities more explicit. I/we identified that while reviewing our last session, and discussed with a more experienced player, and I have some ideas for how to improve.

this post was submitted on 04 Aug 2025
14 points (93.8% liked)

rpg

4066 readers
20 users here now

This community is for meaningful discussions of tabletop/pen & paper RPGs

Rules (wip):

founded 2 years ago
MODERATORS