Gen's GM Guide
Gen's GM Guide


One thing we try to encourage on Sinai besides simply role-playing is the occasional GMing of a plot. Since there are lots and lots of PCs and only a few active GMs on Sinai, the staff is eager for the help. This document is meant to be a "how to" guide to make GMing a bit easier and to give you a basic idea about how the "style" of GMing we use works. This isn't meant to be a definitive writing on how one should go about GMing, as everyone's style is different, but it should be a useful introductory guide to help you along.


Things to avoid:

  • Be careful to avoid describing something to a PC in first person through log narration. Phrases like "You see a meadow and a lake, the wind whips through your hair" get weird when someone else reads the log who isn't the main character participating in it. If your main character is an orange calico Kattha named Jeremy, then the narration should follow with phrases like "Jeremy sees a meadow and a lake," or "The wind whips through the Kattha's blotchy colored fur."
  • Don't craft a plot where the PC is nothing but an observer. Some PCs are content to sit and do nothing while things happen around them, but behavior like that shouldn't be encouraged, nor should the PC be left with nothing to do but pose internal reactions to the things they see. Give a PC a role to do something or to change something, otherwise you risk losing your player's interest.
  • Be wary of having personal pet NPCs. If an NPC does more or gets more attention than a PC, then something is wrong. Sinai exists for the PCs to do things, not for the GM's NPCs to overshadow them constantly. If you get so attached to an NPC, then you might consider turning it into a full-fledged PC, and letting another GM run things for it. Your plots should focus on things that PCs do, instead of thinking about "cool things" for an NPC to do to show off to other PCs.
  • Don't let your players fall into a time warp. Sinai's time moves almost in "real" time with PCs progressing through the days and weeks. If your plots don't spread time out, you might end up with a PC that is months behind everyone else on the Sinai timeline, which could cause problems if your PC is in a position to leave any kind of mark on Sinai news or history.
  • Avoid PC limbo. If you are running something for a PC and have let a plot stagnate for more than two months without any kind of fair excuse as to why, then you might risk having the plot yanked out of your hands or get strongly encouraged to wrap things up and free up the PC.

  • When developing a plot:

  • Don't create new races and countries on the fly unless you're willing to develop them and come up with a reason why these new lands and species haven't shown up in any logs in the years we've been running Sinai. We have plenty of established races and people and don't need more invented.
  • Avoid using terms like "always" or "never" in regards to organizations or races or such. There will usually be exceptions to every rule just like there's a stereotype.
  • Remember that not everything you do needs to be epic-scale and world-reaching. Quite often we look for GMs who can run incidental things: a chase through the Bazaar after an escaped fuff'nar, a gathering at the Three Thieves for a drinking contest, a night at the casino, a visit to Moz Eisley Asylum, a shopping trip ... small incidental things that last maybe one or two logs, but can include a PC who would have otherwise been inactive.
  • Always check with the GM if your plot touches on another GM's territory. Tell them what you plan to do, and what you plan to have show up. Good communication is very important; it could turn out that another GM will be able to give you an idea or two to spice up your plot even more.
  • Try to keep the wishes and the interests on the player in mind. If the player doesn't like violence or gore you shouldn't run them through Darkside. Sometimes the player's actions make this difficult, but your initial plans for the plot shouldn't plunge them headfirst into something they obviously won't like.
  • Along that same note though, a player's wishes shouldn't be used as a "safety net" to protect his or her PC, if the PC does something obviously wrong that any other PC would suffer consequences for. If the PC who hates violence screams insults at an Inquisitor and his guard, kicks dirt at them and doesn't budge when his guards threaten him, then he'll get a pummeling, dislike of violence or not.

  • Communicate with your player. Make sure they're having a good time and aren't getting frustrated with things or getting bored with your plot. Encourage them to talk about their plot and give you feedback. This is also useful because it allows the GM to know what's on the player's (and the PC's) mind. Has the PC figured out a puzzle ahead of time? Is the player totally confused and need another useful clue? Is the player frustrated by your pace? Most of the time a player won't just come out and tell you these things, so it's always good to ask.
  • Seek feedback and confirmation on things from the other GMs. You might find out that something you plan to do or show is directly contradicting a precedent already set by Sinai in a previous plot, or you might be setting a wrong precedent for something that hasn't been established yet.

  • Useful things to know:

  • First and most importantly, you are never obligated to GM a plot for anyone. If a PC you are running things with suddenly turns into a brat, or frustrates you, then you are welcome to drop the plot -- but, you should make sure to notify the other GMs of this, and let them help you bring the plot to a quick closing point instead of leaving a PC in limbo. The GMs understand how difficult "problem players" are, and will most assuredly not hold it against you if you wish to drop a plot. However, the PC still has the right to be freed up from the plot so that he or she can be picked up by someone else for something new if another GM desires.
  • Don't be afraid to bonk your PCs if they get too pushy, or if they try to do things they're not capable of. If a PC tries a fancy jump maneuver and doesn't have any skill in Agility/Reflexes, then he might fall on his face. If a PC tries to use a weapon with no fighting skills to her name, then she might hurt herself or someone she didn't mean to hurt. If a PC pretends to shrug off pain, when he doesn't have any Toughness, you might have to remind him that he has a broken arm or suchlike.
  • If you come to a difficult moment in a plot where you think you need to stop and discuss what to do with your PC and/or the other GMs, then don't be afraid to stop the log and wait until you can get things cleared up before you resume things. Although, do keep in mind that your goal should be to get things resolved as rapidly as possible and not to leave a PC dangling in limbo for weeks on end.
  • If a PC continues to be a frustration and a bother, then the best thing to do might be best to turn the PC over to an administrator and let him or her deal with the problem PC. It's what they're there for. Nobody will blame you for not wanting to deal with a problem PC.
  • It is a good idea to schedule. Tell your players when you are available to do things and set a time to start. It's fair to leave a "buffer zone" of some increment of time before you give up on them for being late (usually an hour). Once your available time is established you'll be able to work up a consistent schedule (usually once a week). Keep in mind that the time you GM something doesn't necessarily have to be at the same times that the other GMs run things, if it's not convenient for you.
  • On the scheduling note, remember to be reliable. If the other GMs find that you can't keep the schedules you agree upon, they won't be as eager to give you other plots to run.

  • If you are confused about a problem or stuck at a point in the plot, then feel free to go to Lynx, Greywolf, or Gen for ideas and opinions, either online or via e-mail. We will be happy to help.


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