Your Table Isn't For Everyone and That's OK
What I mean is that maybe you want to run a somewhat mindless action filled adventure through the badlands (while not thinking too hard about local ecology) and one of your friends doesn't think that sounds fun. That's OK, your table isn't for everyone.
Maybe you want to run an ultra-rules-lite story-heavy court intrigue campaign that'll last at least 10 sessions and one of your friends thinks that sounds boooooring. That's OK, your table isn't for everyone.
Maybe you're running a D&D 5e campaign with so many players (9?!?) that you have to turn any new Players and friends away. That's OK, your table isn't for everyone. [[*1]]
Maybe you want to run something tactically crunchy, but one of your friends just can't get into that. That's OK, your table isn't for everyone.
What I mean is Phoenix Command has damage tables that look this:
What I mean is something that I'd think is a little self-evident, but recent design trends and even some social norms seem to be losing touch with: Different people will like different things and not everyone needs to be involved in every activity you and your friends do.
The Myth of "Something for Everyone" and "The Good GM"
- Only run something you want to run, that excites you to be running. And something that feels intuitive to your style and brain.
- Only run something that's intuitive to you, you're the one who has to explain it all after all. Different GMs will find different systems intuitive, find something comfy for you.
- Make sure to be as crystal clear as possible with players about expectations. What you're running, how you're running, why you're running.
- Make sure the players who are joining are all properly bought-in on the campaign.
- Don't guilt any of your friends into playing something that may not be for them. You are not entitled to players.
- Don't mistake player criticism for players not vibing with the setup of the table. If a player feels stifled at the table ask them why. If it's because you're not giving them any agency or another player is annoying them or they need to sit closer etx, that is your responsibility as a GM to solve. If it's because they're frustrated that they can't bend the rules at a rules-heavy table, or because the table doesn't conform enough to realism despite that never being a set expectation, that's not an issue with your GMing. That's an issue with the game you're trying to run and maybe that player isn't a great fit ((but also investigate if maybe you as a GM should have communicated expectations better)).
- If you can't find players among your friends, consider pitching a different system you'd be equally excited about, reviewing how you run the game and (frankly) expanding your network to include folks who would want to play in the stuff you're looking to GM.
- Get to know your play style. It's good to push yourself outside your comfort zone now and then to see what you like, but you'll probably get a solid feel for it sooner than you think.
- Be clear about what you want from a campaign. Your GM is there to facilitate the best game they can so don't hesitate to voice your wants. Your GM may not be looking to run the kind of game you want, but it's better to realize that sooner rather than later.
- Only play something you're excited to play and something you're fully bought into.
- Don't guilt trip your friends into running something they may not want to run. You are not entitled to a GM.
- If you can't find a GM among your friends, consider trying a new playstyle you've never tried, reviewing your play habits and (frankly) expanding your network to include folks who would want to GM the stuff you're looking to play.
Picking a System / Vibe / Style
"Who Is This Game For?"
Too many TTRPGs trip over broad platitudes trying to explain "What Is An RPG?" without addressing the more important "What Is This RPG?"
- Players who want to be badasses. Punks with attitude who are ready to get chromed to kingdom come. Who are ready to singlehandedly mow down a whole team of gangers to prove they're top dog.
- Players who want to run the edge. Constantly chasing the next big score, aiming for fame and glory. Who burn so bright that their memory will never fade away. And if you do run too hot and get smoked? Be ready to roll a new punk and hop back into the fray!
- Players looking to get chromed. The future sucks, but that doesn't mean you have to! Chip your way to the top. New arms, new eyes, new heart. You only get further with better gear, and you only get better gear with more money and less 'ganic parts.
- Players who want pulpy drama. Love triangles? Got 'em. Blood rivals? Can't miss 'em. Long lost ex-coworker who's now the Borg between you and the Araska kid you need to escort? Sure, we'll work that in! Things will get personal. Be ready to kick that drama to 11.
- GMs looking for setting with attitude. The world of Cyberpunk 2020 is an amped up action-packed dystopia, with danger and opportunity around every corner. Players will be a badass in a world of nightmares, so give 'em something good to mess up. Maybe it's a pretty corporate tower or a chromed up cop whose power has gone to his head.
- GMs looking to run wild NPCs. Get ready to ham it up. Borged out solos, heartless CEOs, psyched-up goons. From go your Players will probably have enemies breathing down their necks. Be ready for them to make more.
- Tables looking for an ongoing pick-up game or a focused years-long campaign. Your punks need time to plan and invest otherwise they'll get fried fast. Being a punk isn't just about cracking skulls, it's about making sure your date still goes well after the fact.
Player Buy-In
OK, so you've got your system, your vibes and you yourself are psyched to run! The next step is making sure that all Players Buy-In. I don't mean that you have to sell or coax Players to your game. I just mean present it earnestly, honestly and clearly. Explain what excites you about it and what you're excited to run in it. If your prospective Player also seems excited, communicate your goals, expectations and make sure everyone gets on the same page ((Speaking of, I was recently made aware of this lovely Same Page Tool done by Chris (@yelson) which might help you out in some capacity. This isn't a session Zero tool, this is a "getting together with friends before any sessions are planned and seeing if this campaign is something that's going to work" tool.
Often part of my Player Buy-In is that my campaigns have strictly set lengths of time (Usually a maximum of 15-20 sessions, but other times as short as 4-5 sessions), which for some is a plus and others a negative. My Players also know that I run games with the intention that some art is supposed to make you uncomfortable ((within reason)) and I'm not there to give the players a Power Fantasy, I'm there to give them tough decisions and even lean into disempowerment. This has largely gone over well, but I can certainly imagine that someone looking for a never-ending sandbox would feel slighted. And that's OK! It's a different type of table and neither play style is wrong, just different. Where problems arise is when you try to force those two mutually exclusive ideas together.
Also understand (as the above sheet emphasizes) that Player Buy-In As is a two way street. Just because a Player wants you as a GM and likes your style, doesn't mean you're going to have a good time running a certain system for them. As the GM you're there to make sure everyone has a good time (yourself included).
As a GM I often do "casting" before a campaign. I try to figure out which players would best fit the tone and systems I'm trying to run. It's not casting in the sense of "Danny you need to play the Solo who has XYZ motivation and does ABC" it's more casting in the sense of "Danny I know you've got the spirit and fire to properly bring something interesting to an Edgerunner, you get priority in joining the limited seats in my 2020 campaign."
A personal example; There's been a host of pastoral fantasy games I've been wanting to run for years. Ryuutama, Gold Sky Stories, even a system I've personally been working on. Gentle, heartwarming systems, about nature, companionship, serenity and a kind of summery whimsy. Why haven't I run any of these? Frankly I tried once and much though I love all of my friends "Gentle" is not a word I would often use to describe some of them. It ended up devolving into crude boisterous antiques pretty quickly.
Is this the fault of inconsiderate players who aren't adapting to the new play style? Of course not! It's on me for recruiting players into something that they probably wouldn't normally play. Maybe once a certain quadrant of said friends is all available at the same time I'd be interested in running these. But until then I'm plenty happy finding games that the available players and I are all on the same page and excited about.
With Cyberpunk the Player Buy-In was three-fold: 1) We were all excited by Edgerunners. 2) We all wanted to try Cyberpunk (emphasis on try because I set a hard limit of a 6-month trial, which I then shortened to 3-months, then 1 as I got to know the system). 3) Everyone was going to push themselves out of their comfort zone a bit. I was going to run a trad system. One of our power gamers was going to try to stay full organic. A newer player was going to try to play the voice of reason. Etc. I think we all had fun in our respective trials and learned a lot as a result! In that the campaign was a success.
Giving Up Is Underrated
The U.S. has developed a bit of a Quitter-Averse culture, and I'm here to give you permission to call that bullshit. Giving up (and trying something else with your energy) is the most underrated option you have. If you can't find players for a campaign it's OK to give up and save it for later in life when you have a different cast of people available. If you want to GM something but after reading it over and over you can't get it into your head or don't quite vibe with it, you can give up and try another system. If you're running a campaign and you or your players (or both) aren't having a good time it's OK to give up and end things early instead of trying to force things to work. That's exactly what I did for the 2020 campaign, and I'd say things are better now for it.
Similarly leaving someone out has become a kind of social faux-pas and I'm here to tell you that it's OK actually. We all have a limited amount of time, and often limited seats at the games we play. You don't have to make sure all your friends have a seat at all of your games, to the point where they're all overcrowded. You don't need to make sure you play in all your friends' games to the point where you're just doing it to support them. Just be honest and upfront with why. If you were playing Pandemic Legacy and your friend who hates cooperative board games wants to play, it's not unreasonable to remind them how much trouble they caused last time out of their own boredom and that you'd prefer a table where everyone is 100% invested. That person pushing themselves out of their comfort zone is one thing. Them joining something they'll actively dislike just to be included is another. Especially if they're the type who isn't particularly civil about being bored.
After all, your table isn't for everyone and that's OK.
[[*1 : One last little anecdote. One of my friends (and current housemate) runs a huge D&D 5e campaign that runs biweekly. It's become almost a running gag that me and few other GMs are constantly worried for their health because the table seems so stressful to manage, especially with a system that isn't designed to accommodate it. But y'know what? That's OK. Everyone (GM included) at that table has a blast, and that's what matters! They found something that works for them, and while it's not something I would run or play (especially with that many people) it doesn't have to be. Objective value calls shouldn't be made on things like play preference... But also holy shit buddy if you're reading this, I do think it's objectively impressive when you juggle that table.]]
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