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8 Seduction Tips for the Game Master

If you look at popular magazines aimed at men and women, you find a lot of articles about seduction. Lots and lots of things in these articles are really basic human interaction put to words, but there are some hints of wisdom here and there in those seduction tips that can be used to improve the way you run RPGs. This is a rewriting of an old article of mine from an old blog of mine.

Seduction Tips. Go outside. Play.

8 – Be the Alpha

“In social animals, the alpha  is the individual in the community with the highest rank.”

That’s a Wikipedia definition of an alpha. At the table, this is your position as the Game Master. It doesn’t mean you need to dry hump lower-ranking members of the group back into submission if they get out of line, but you are expected to take charge of the situation and provide rulings and guidance. While games these days focus on shared ideas and executions, as the GM, you are still the one organizing the event and everyone there subconsciously holds you responsible when it comes to keeping things rolling.

The GM role is an authority role, and you should embrace it as such. The others are expecting you to be a good, reliable leader. Remember that actions speak louder than words do. So stand behind what you say, and deal with situations fairly.

7 – Stay Fit, Have a Life

Having an active social life and staying in good health is super-important. If you’re energetic and happy when running a game, this bleeds to the other players as well. Having social circles outside your gaming buddies mean that you’ll spend less time obsessing over game details and that you’re putting yourself out there. Meeting new people and getting experiences, stuff that give you tons of inspiration for your games. Maybe the new girl in the coffee shop is the basis for your next big NPC. Or she could be the love of your life. You never know until you get off your ass and actually go do something.

6 – You Can’t Seduce Someone Who Don’t Want To Be Seduced

Sometimes it’s just not meant to be. Not all people want what you’re offering. Maybe the way you two think about RPGs clashes or could be that they just think you’re a brute for your lack of interest in 12th century swimwear. It is all very natural, and you shouldn’t worry too much about it. If you get indicators that they’re steering away from your game by constantly canceling and being absent, you should offer them an actual chance to step down. A reluctant player in the game is worse to the game than one not being there.

5 – Use Stories To Sell You(r NPCs)

This one is a tip about selling your NPCs than selling yourself. You can make any NPC more memorable by introducing them with a story rather than just a description. The new recruit who comes late and explains how she almost got into a fight with an old lady over the last pair of the pink gloves she wanted is infinitely more interesting than a new recruit with pink gloves. Keep a couple of stories for each major NPC and use them to re-introduce the character to the players.

4 – Be Interested In What She Has To Say

Really pay attention to your players. What are things that keep coming up? What do they react best to in your behavior? When do they go non-responsive? You need to figure out what your players want. Sometimes you can ask them directly, but more often than not this will make them to tell you what they think you want to hear. Observe their actions, and keep eye contact with them to show them that you’re observing. If you are slumped into your rule books when they’re making valid points, you give a discouraging signal. A good GM is one that cares about what’s going on and shows it.

3 – Learn From Each Encounter

Players are notoriously bad at giving negative feedback. Listen to what they say, and listen to what they don’t say. Fill the holes and figure out what didn’t go well. And once you figure out that, try and improve. Don’t aim to get everything perfect at once. A goal of improving one thing per game session is already an impressive one. Even if you don’t manage to make things better with the first try, it’s a huge step every time you try.

2 – Know your shit

A good player can spot bullshit a mile away, so you better know your shit. If you keep pulling rules and ideas out of your ass, your authority ends up under inspection pretty fast. If you’re trying a new system, be willing to do the effort and learn how it works. Better than your players. The OSR has it right with their “don’t make rules, make rulings” policy. If you can’t remember how a rule really works in the books, make a ruling how it goes in your game. And then stand by that ruling from that point on.

1 – The Best Way To Get Over a Bad Lay Is To Have Ten Great Ones

And then all goes to hell. Half of the players don’t want to talk to you anymore because of your Norwegian artsy indie scenario that experimented with whale blabber as a randomization mechanic. It’s time to take a deep breath and get back on the horse. Pick up a Pathfinder adventure, make characters, kill goblins with people. Don’t let failure bog you down. Keep rolling them dice.