White Rabbit

Player characters are usually a reflection of the player or what the player wants to be.  Most players are introverts as it is, so sometimes getting a player to socialize in game can be as hard as getting them to socialize in real life.

The One

Roleplaying games give players the opportunity to use their imaginations to live fantastical lives through their characters.  They get to be awe inspiring wizards who manipulate arcane powers.  Fearsome warriors with no equal on the battlefield.  Galactic renown space-fighter pilots with reflexes so quick you don’t see them move until they are gone.  Some players aim a little closer to reality, and while they aren’t something normally pushed upon high school students by their guidance counselor, they aren’t quite as fantastical as the setting they are playing in.  Things like: Cowboy, Dolphin Tamer, or (my favorite) MixMaster.

Until We Meet Again

So ends the first gaming session.  Future sessions are always in jeopardy, even in close knit groups.  Life happens, and usually when one person cancels, other cancellations ensue.  It’s the nature of the beast.  This game though is guaranteed to have a session two, so you don’t get out that easy.

Human Racing

Sometimes as a GM players help out by "roleplaying" frustration with the situation.  This often adds flavor to the game and helps set the scene in a more menacing light.  Just make sure that your current obsession doesn’t flavor the game too much or your players will call you out.

Paranoia

You know you are doing your job as GM if your players turn into paranoid messes during gaming sessions.  Of course, it’s not paranoia if the GM is really out to get you.

I Think We’re Alone Now

Sorry for being late on this one.  Discreet math is sucking my will to live.

As a GM, you have to give your players choices.  If you don’t, you are basically playing a very weird game of make-believe where you control your friends like some kind of real life action figure, only imaginary.  If you can make sense of that last sentence, you are light years ahead of where I’m at right now.

Basically role-playing is about choices, and your character’s reactions to the choices they make, along with the reactions to the choices the other characters make.  If the GM strips away the choices, there’s not much point in playing the game.  Now the choices may not be optimal, make any sense, or doom your character either way, but there have to be choices.

Gonna Fly Now

Sometimes as a GM, in order to move things along, you have to change plans when a player (or players) are being particularly stubborn.  Sometimes thinning out the competition will lead players toward where you want them to go.  Then again, some players just like running.