GM Know Thy Player
When I started role playing, the very first character I ever played was a fighter, no doubt. But the very second character I ever played was a thief. I enjoyed the idea of a character who could sneak into a rich noble's house, full of treasure, just waiting for me to plunder. Having no levels to speak of, but lost of ideas, I set out with my little thief, staking out the target house, using disguises and bribes to get any information about the security of the place I could.
When I started role playing, the very first character I ever played was a fighter, no doubt. But the very second character I ever played was a thief. I enjoyed the idea of a character who could sneak into a rich noble's house, full of treasure, just waiting for me to plunder. Having no levels to speak of, but lost of ideas, I set out with my little thief, staking out the target house, using disguises and bribes to get any information about the security of the place I could.
Finally, when I had done all of my homework, I would set out to the task. I would sneak in, get up to the top floor, get into the main study where the safe was kept, and start cracking it. Invariably that's when it would happen. Just as I would get the door open I would get hit by a lightning bolt, or a fireball, or some sort of magical screaming alarm would go off leaving me helpless to stop it.
This is when I decided that I hated magic. As a thief, I did not know too much about magic, and as a player it always seemed there were too many spells to read. Besides, if I had read all of the spells, it would lead to some serious meta gaming.
Magic, it seems, has gone from a thing of rarity and wonder, to as commonplace as an outhouse in back of a coaching inn. And just as exciting. Any time a character finds a new sword they become disappointed when it is just a +1 magic weapon.
This is when the game has to change to make things exiting again. Remember the thrill of making a character? Remember only being able to afford a common sword, and the excitement that was felt when that first orc was killed and through searching it's body you came across a short bow? The joy of now being able to shoot arrows! Your first level character was now on their way to becoming something great with their sword and orc short bow. Oh, to have those innocent days back again.
It seems to me then, that as a GM it is my responsibility to inject this type of excitement into my games. This takes a bit of preparation on my part, and is something that can take a bit of time. I say this because one of the most important tools a GM has is knowledge. The GM must know his/her players, yet have enough fresh ideas as to not become predictable to those players. Once you have achieved this, a number of things fall into place. Here's a short list:
- The amount of "meta gaming" drops off. I have found there are two types of players: the type who goe along with everything given to him, and the type who refuses to do anything you want him to do. Neither is preferable to me because the one who does everything you want them to will follow the path you give them, but you always have to give them a path to follow. The player who follows every path other than the one you give them can provide you with some amazing ideas, but you can easily become caught off guard by this player, and in turn you can become somewhat predictable.
For example: You have set up a meeting with a powerful lord who ends up using intimidation to try and make the characters do what she wants early in the game. But one player decides to call your bluff and stands up to the lord's bullying. Do you follow through with the lord's threats of death and mayhem, risking killing off a PC early in the game and bringing the whole tone of the game down, or do you allow the player to get away with the slight, thus making the lord look weak and ineffectual?
Neither is a good situation, but if you know your players then you have a great advantage by being able to influence them in other ways. Find out what the player, and character, for that matter, is motivated by.
Is this the goodly cleric who has no ambition besides her order and spreading the word of her god? Or a greedy ranger, who only wants treasure, gold, weapons? Or the blood lusting barbarian who seeks a glorious death in battle?
Once you know them, the meta gaming based on your predictability as a GM will drop off. - You can provide opportunities to the characters. One of the worst things is when, as a GM, you provide an opportunity to a player and he does not think it is as exciting as you do. Giving a thief character the option of becoming a body guard to the guild master in Waterdeep may seem like a really cool thing to you as a GM, but if your player has a vision of her character being a "lone wolf" burglar, then your offer has no meaning. Conversely, if you do not know the player wants her character to join the thieves' guild then, it is going to become difficult for you to provide opportunities for her to join the guild. In D&D 3E there are a number of prestige classes that require a potential recruit to be sponsored by a member of a certain order/guild/band, etc. Most of these societies are secret, or may not even exist in your world until you know a player is interested in becoming part of it.
Do not be afraid of asking your player what they see in store for their character once in a while. - You can put the players on the right track. It helps to take each player aside and ask them what they think is going on in the campaign. You may be surprised what you hear! Remember, as the GM you know what is going to happen next, but the players do not. The fact that you show them a treasure room which is really easy to get to may make them think twice. You may want to just provide them with some free weapons and armour in anticipation of an upcoming battle, but the players may think it some sort of trick. Most people are wary of anything too easily won.
On the other hand they may clean the place out if they know that you are a "Monty Hall" GM (For those of you who don't know who Monty Hall is, he is a game show host who was famous for giving a lot of stuff to his contestants. Ironically, he also gave contestants junk sometimes also. Good lesson: sometimes the players deserve junk.) - You and your players go away satisfied! Most of this has been about what you can give the players, but there comes a time when you will want or need to take things away from the characters. If you know one of your players is going to hate playing without his whiz-bang helm of sword deflection then maybe it would not be a good idea to take the helm away. Some players think the GM is being spiteful, or picking on them when things are taken away. Just remember to have a touch of class and make things plausible and most players will not be able to fault you for taking stuff away from them.
I remember a campaign I GMed where a few of the players were playing two characters. At one point one of the characters slipped off a very slippery log dam, landed on his head, and fell into the river which all brought his hit points below 0. As he proceeded to float down stream another player's character jumped in after him. They finally pulled him out of the river and started to perform heal checks on him. But by then it was too late, and the character died. Ask that player now and he says that was one of the most memorable role playing events he has, because even though his character died he felt it was justified and plausible. He did not feel like I killed him just as a weak plot device. To have the evil NPC escape at the last minute, even though he has rolled a critical, is something that nobody likes. When players feel anything they do is thwarted, they get discouraged.
Know your players and you will know what you can give them and what you can take away. Just remember to have fun and play safe.
