RPGs – Three Lessons for a Game Master

Several years ago I had the change to take over one of our groups’ game nights as Game Master (the one who runs the game). This allowed me to run a home-brew campaign from start to finish. I’ve never done this before. I’ve run games, but they were irregular, coming every couple of months. This time, I could gain some real experience with running a regular game end to end, dealing with the long-term planning, short-term reactions, and player-game master interactions that all RPG’s involve.

That game ended on a high point, and I got to start a second campaign a short while later. That campaign is moving along at a nice clip, with the players — some of whom were in the first campaign — still enjoying themselves.

If you’re ever thought about running a game, or are just curious about what it’s like, here are three lessons that I learned from my time as a GM.

1. Make every choice awesome

There are times in most campaigns when you will give your party a choice to do A or B (or even more, but let’s stick with two choices for now). But maybe you really want to do one of those choices more for whatever reason. You have a cool map, or a good sequence in mind, or whatever. So you tilt the choice.

Alright, so your choices are to go and raid the orc encampment built into the skull of the dead god, or to decorate the town for the ‘We Love Hay’ Festival.

Not that a festival can’t be fun, but you get the idea. One of those options is clearly the more adventurous choice, while the other is meant to be ignored by the players as it won’t result in fun, experienced or treasure.

So, if your story is coming to a point where you will be giving your party a choice of what to do, make both choices awesome. Sure, maybe they won’t go for the amazing idea, but you know what? That just means you can come bac to it later.

Alright, so your choices are to go and raid the orc encampment built into the skull of the dead god, or to break into the tomb of the Wasp Queen.

See, much better choices. And whatever they don’t do, you can refine and use in a later adventure.

2. Don’t say no unless you have to

There are times when your players will want to do something that will, at first, seem wrong. A good example is building a character that is outside the normal trope of the game (a comedic-based character for a horror game). Or maybe they want to use a spell for something it isn’t normally used for. Creativity is an amazing thing, and it’ll come at you from surprising angles.

Now, as a GM, your first thought may be to say no. That character doesn’t fit the trope. That spell isn’t supposed to be used like that. But, I’ve found it’s better to take a moment and ask: do I NEED to say no?

RPGs involve a fair amount of creativity from everyone involved. You create problems and challenges. The players create solutions. And if they create a solution you didn’t think of, the more power to them.

Now, don’t be afraid to say no if you really don’t think what is being suggested will work. But I recommend that if you do say no, explain why. ‘I see where you’re going, but I don’t think that’ll work here because….’ Turning this into a discussion instead of a decision keeps the players part of the game.

3. Work with your players

It’s one thing for a player to show up with a character who hunting the man who murdered his father. It’s another thing for the man to be a villain in the campaign. It’s so much more personal a game for the players when their characters have a stake in the game.

But this can’t be something that just happens. You and the player need to communicate. The player provides the basic outline and some plot points for you to follow, and tells you what you can or cannot do. And within those guidelines, you have the freedom to incorporate their stories into yours.

Yes, it can be difficult and there will be missteps. But when you pull it off, you will experience some great scenes for the players and the characters.

Are there more?

Absolutely. But I wanted to start with three simple but important ones that I’ve found separate an amateur GM from an experienced one.

I’ll be doing more RPG posts from now on, covering some different topics about RPG from the perspective of design, playing and gaming. But this felt like a good topic to start on.

Cheers!

-Michael

Writing Process 9: Research

Any writing project is going to involve research. The topics can range from how clothes were made in ancient Greece to debates over the best way to colonize Venus, and a thousand points in-between. Creativity is always important, but the wrong mistake in how things actually work can snap a reader out of the story.

I believe we should all have a good idea of how research works, so I’m not going to spend time on the concept. What I will do it touch base on a few research-related topics that I’ve found important during my writing projects. They are to not let research interfere with writing, check your sources, and keep track of your data.

‘I know research is important, but…LET’S GO ALREADY!’ ‘Hold on, I need to know six recipes for Roman soap.’

Research Before and After Writing

I have a problem with stopping mid-scene to conduct research. It’s very annoying to have a lunch hour to write, and to spend forty minutes of it trying to figure out what I need for a riverboat scene to be realistic.

If I know something is going to be important ahead of time, I research ahead of time. These topics tend to be the larger topics that are important across much of the story. For example, in Templar Scholar I had to know how many troops a train could carry in 1880, and how long it would take for troops to move from A to B. So, I did a lot of research on that topic.

The other issue is when something pricks at me while I’m writing. These are small topics that I usually find myself wanting to check or learn about only because they came up in a scene. This happens a lot in the Renaissance Army series with daily life events, like researching what clothes and food were common to frontier settlements. With these topics, I’ve had to put in a place holder, usually an astrix, and come back later to research and fix.

The main point is that I try not to stop writing unless I absolutely have to stop.

Check Your Sources

This is important. There are few topics that don’t have fan or enthusiast pages, and these pages can pop up early and often when you’re trying to research a topic. Try researching a WW2 topic and avoiding getting some Call of Duty information, or the British system of purchasing officer’s commissions without hitting fan pages for Jayne Austen books or the Sharpe series. Knowing where they got their info — or bypassing them entirely for professional or primary sources — will keep you from making a ridiculous mistake.

This is becoming even more important as AI gets more and more involved with internet searches. Even if you don’t use AI programs as they come and go, AI is becoming a staple of internet searches. Check what sources they use, and then check that those sources exist. Nothing quite so annoying and thinking ‘this title could be a great find!’ and then finding out the AI generated the title for you.

Keep your Data

Seriously.

It is — or was — a constant problem with many projects of mine. I would research something, then forget where I put the info. And that assumed that I even wrote it down; sometimes, I would enter what I needed into the story and fail to record what I had looked up and where I got the info.

This would come back to bite me when I wanted to change details, and suddenly I’m reaching to re-research what I’ve already gone through. Which website did I visit that had the answer? Six of the first page of the Google results are purple. so it’s probably one of those.

I’ve taken to having a subfolder within each project folder dedicated to research topics. It’s filled with notes, scans, maps, pdfs, basically everything I used to research a topic. It’s better than restarting from scratch every time I have to revisit a question.

Example: General of the Pen

Accounting for what I know about 1860’s era armies and their maneuvers, I wanted to focus on what I didn’t know. And a lot of that had to do with their logistical trains (that is, the wagons needed to carry their supplies and how much supplies were needed) and their spacing (how much space a unit would take up.

I lucked out and found a report that addresses both these topics; I believe it’s a school paper, and at 400+ pages, I’m guessing a higher-level thesis of some kind. It gets into Civil War Logistics and manages to provide me with several charts and equations regarding these topics. So much that I can answer most of my questions from this one document.

Some good examples of info I can use from this document:

  • A regiment of 1000-men would nominaly have six wagons
  • 1000-men marching in fours takes up 625 feet on the road
  • A 6-mule wagon team takes up 60 feet of road space
  • Men and Wagons for one regiment would come to 925 feet
  • I’ll round to 1,000 feet to account for spacing between regiments

Checking the sources, I see a lot of primary documents (the orders and guidelines of the 1860’s) and books written by the people who were there. So I have little reason to doubt its veracity. But I will take each individual point and search for it, to see what comes up and if that point is challenges.

And I will save the notes in at least a project research folder, and possibly in the scrivener file itself.

Conclusion

Research is a part of writing, pretty much regardless of what genre you’re writing in. What’s important is that you make research a part of your process without letting it disrupt your flow. That you check your sources to make sure your accurate. And that you keep your research and data so you can refer to it later without having to re-research.

Next up on our PBRG process is Gaming, where I explain what a game is and how I use them to improve the writing process. I do anticipate coming back to Research in the future when I explore how different it is to research a Historical Fiction novel than anything else I’ve ever done.

Until then. Keep on writing.

Cheers!

March 2026 Update

I revised my Suggestion Schedule to account for some problems my initial iteration had. Throughout February I got so much more done, wrote many more scenes, worked out a greater number of world building articles. It wasn’t perfect, and it did suffer from a few days of ‘I just need a break’ where I did almost nothing off my list, but it was one of my most productive months in a long time.

It’s not perfect. I didn’t publish any blog posts or watch any movies. So I’m still tweaking and revising the process as I’m continuing.

Projects

My focus on The Colonel Lieutenant paid off, as I’ve worked out a lot of the issues and sequence of events that have been plaguing me and added a few key scenes. Now I’m at the point where I’m sitting down to write out the rest of the scenes and see if they work. The same with Orcfyre.

I’ve been writing scenes for the 1st Minnesota book, and it’s fun to finally get this one to the page. It’s also a bit nerve racking. I’ve had this project on my mind for over a decade, and I’ve researched it and investigated, yet I also know how much more I could research. To finally get words down and start seeing things take shape is to challenge the perfect story I’ve had in my head.

Other projects are coming along. With the suggestion schedule, I’ve advanced everything, and figured out a number of stories that I’d been stuck on or indecisive about.

March Goals

  • The Colonel Lieutenant: Write Ten Scenes
  • Orcfyre: Finish One Act
  • 1st Minnesota: Finish One Act
  • Other Projects: Finish One World Building / One Scene Each
  • Publish One Blog Post

Books

  • The Bearer of the Black Staff (Fiction)
  • The Great ‘What Ifs’ of the American Civil War’ (Non-Fiction)
  • War and Peace (Fiction, Audiobook)
  • Seven Basic Plots (Research)
  • Mr. Lincoln’s Army (Non-Fiction)
Image courtesy of Wikipedia

I finished two books in February.

The Bearer of the Black Staff was okay. It was several centuries after the last section of books in this series, and it’s more of a fantasy novel than post-Apocalyptic. But it just wasn’t very exciting. I’m really hoping when I get back into the Shannara books that I read back in Middle School that they’re better than I remember.

The other, The Great ‘What If’s’ of the American Civil War, I found really disappointing. It brought up a lot of interesting questions and possibilities, but the discussion about what could have happened fell really flat. There were only a handful of bits of information I thought were interesting enough to remember; the rest wasn’t enough to record. Oh well, I can’t love every book I read.

Still plugging away at War and Peace and Seven Basic Plots, which are both large books (and remember, I’m taking notes on Research books like Seven Basic Plots, so it’s slow going). On the plus side, I’m over halfway done with both, so downward slope.

March Goals

  • Finish one fiction book
  • Finish one non-fiction book
  • Ten chapters of Seven Basic Plots

Movies/Shows

Image courtesy of HBO
  • A Knight of the Seven Kingdoms
  • Starfleet Academy
  • Stargate SG1
  • Foundation Season 1
  • Star Trek Discovery (Rewatch)

To start with, A Knight of the Seven Kingdoms is fantastic. I loved it. A short-scope story of a knight making a name for himself at a tournament, with great supporting characters and amazing drama. The first GOT show I really got into and look forward to rewatching. I recommend this show to everyone.

I continued through several episodes of Starfleet Academy, which I continue to enjoy. It’s not the greatest Star Trek show, but it could be a lot worse. I also re-watched the first four-seasons of Discovery so I can knock Season 5 out and finish that show off.

To my surprise, I didn’t watch any movies this month. I thought I would get down for one or two, but time and other projects got away from me. Oh, well.

March Goals

  • Watch Three Movies
    • – One Missing Best Picture Winner
    • – One ‘Background’ Movie
  • Finish Three Seasons of TV Shows
  • – One Season I’ve started and Haven’t Finished
  • – One of a Series I want to Finish

Games

  • Surviving Mars: Relaunched
  • Star Trek Voyager – Across the Unknown
  • Horizon: Forbidden West
  • Hogwarts: Legacy
Image courtesy of Wikipedia

Star Trek Voyager – Across the Unknown is inspired by the 90’s television show of the same name. It is a procedural game where you command the starship USS Voyager as it travels thousands of light years across the galaxy to return home. I really like this game. Not only does it take from various storylines of the show, but it gives you ways to experience the storylines differently, to see different outcomes and different endings. And since the game generates different maps and sequences, you’re never going to play the same game twice.

RPG-wise, I recently ran a playtest of Delta Green as a World War 2 Commando game, with heavy combat. It went really well. The players all had fun, and though there were casualties, it felt like a World War 2 battle. Well, at least like a movie of a WW2 battle. Maybe I’ll revisit the system in the future.

March Goals

  • Don’t worry about playing more or less. Just enjoy the games you play.

What’s Next

I’ve got two events coming up in the next few months. I have a table at Minicon 59, and I should have a table at Quantum-Con 4, I’m just waiting for confirmation. Even if I don’t have a table at Quantum-Con, I’ll be heading there for at least some of the convention as an attendee.

Minicon 59 – April 2 to 5, 2026

Doubletree Bloomington.

https://mnstf.org/minicon59

Minicon 59 logo
Image courtesy of mnstf.org

Quantum-Con 4 – May 15 to 17, 2026

Crowne Plaza Minneapolis, Plymouth