Common GM Mistakes (And How to Avoid Them!)
INTRODUCTION
Hi, my name is Cole, and welcome to Lost Emerald, where we discuss all things TTRPGs, which includes GM tips and tricks, character building, worldbuilding, and storytelling advice. We focus on the Pathfinder 2e game system, but that is just because that's the system I am most familiar with. Whether you are an experienced player or an absolute beginner on your Game Master journey, I hope this channel can help improve your tabletop experience.
I can speak from experience; I have been playing Pathfinder Second Edition since it was released. I very recently started as a Game Master in my own campaign setting. Being a beginner GM is both exciting and overwhelming. When I stepped into the role, I was so excited to finally get my friends in this world that I have been creating. It also brought on a ton of fear around messing up in front of them. Trust me, every GM makes mistakes, especially when starting out. Some of these common mistakes are avoidable with the right mindset and approach.
This is exactly what I want to talk about today. I will share beginner GMs' common mistakes and discuss how to avoid them, making your sessions run smoothly and keeping your players returning for more.
OVER-PLANNING SESSIONS
Many GMs, including myself, fall into the trap of over-planning. It is completely natural to want everything to go perfectly, especially when you're playing with your friends. You want to make sure that they have a great time. This can lead to frustration when your players inevitably take the story in an unexpected direction. Instead of scripting every moment, focus on the key scenes and objectives you want to hit during the session.
Prepare your NPCs' motivations, where they'll be, and a few potential outcomes based on the players' actions, but leave room for your players to be creative. Remember, the game is a collaborative storytelling experience between you and your players. Remain flexible and ready to adapt. Your players' decisions will help them feel as though they're genuinely impacting the world you've laid before them.
Any GM will tell you that you will come across a time when you prepare stuff that your players won't see during the session, or potentially ever, and that's okay. For example, I recently ran a session where I planned out what I thought would be an entertaining, intricate chase scene with skill checks and difficult choices. They decided to do something completely different, so I had to toss those notes and improvise. That was one of the best sessions we've had in this campaign, and the story would have gone in a completely different direction if I had stuck to trying to execute all that planning. Embracing this kind of improvisation can lead to some of your campaign's most memorable and fun moments.
NEGLECTING PLAYER AGENCY
Another common mistake is neglecting player agency, which is critical in all TTRPGs like Pathfinder. Similar to what I was speaking about earlier, regarding over-planning, when a GM takes too much control over how the story unfolds, it can leave the players feeling as though their choices don't matter. You may have heard the term "railroading," and it is definitely something that you'll want to avoid.
Instead, focus on telling a story together. Encourage the other people at your table to contribute to the narrative by asking open-ended questions and being receptive to their ideas. This doesn't mean you must abandon the plot, but just be willing to adjust it based on the players' actions.
I was in a game where the GM wanted to tell this long, epic story that he had written. Every decision we made as players was met with resistance, as we were guided towards what they deemed to be the correct decision. That campaign eventually ended with the GM getting upset enough to throw 50 wolves—yes, it was actually 50—at us until we TPK'd. Don't be that rigid. It wasn't fun for the GM, it wasn't fun for us as players, and it ruined a really cool and interesting world setting. Some of the most memorable moments will come from the GM, who allows the players to impact the story. That is kind of what the game's all about.
UNBALANCED ENCOUNTERS
Balancing encounters is a skill that takes time to develop, but it's crucial to maintaining the flow of your game. If your encounters are too easy, players might get bored. If they're too difficult, you could cause frustration and risk ending the campaign with a TPK.
One thing I have learned is to tailor encounters to your players' abilities, not just their level. Consider their strengths and weaknesses, and design encounters that challenge them without overwhelming them. Adjusting enemy numbers, adding environmental hazards, or giving enemies tactical weaknesses can help create a balanced encounter.
For instance, let's say you were running an encounter where you had 7 enemies that were supposed to show up during the fight. Still, the players were struggling with the 4 you already have. In this case, you can adjust so that the enemies show up to the battle one by one at a slower rate or don't show up at all. If the players get through the first 4, you can have them roll perception to see if they determine that they are still in danger. This would keep the tension high without making it feel unfair.
INCONSISTENT RULES
This next one is geared toward people who adjust rules or homebrew them entirely. Inconsistent rule enforcement can create confusion and frustration at the table. It's important that you're consistent with how you apply the rules. If the players feel like the rules are arbitrary or change from session to session, it can detract from the experience.
One strategy is to keep a cheat sheet on your GM screen of the commonly referenced rules or those you have homebrewed/changed. This will help you stay consistent and make quick decisions when needed, keeping the players immersed in the game. If you decide to implement house rules, be transparent about them and make sure everyone is on the same page.
For example, suppose you've been lenient on encumbrance rules but suddenly decide to enforce them strictly. In that case, it can catch players off guard. You should communicate any changes clearly with the players and give them time to adjust. Consistency in how you apply rules will help maintain the game's integrity and keep everyone engaged.
CONCLUSION
Avoiding these common mistakes can significantly improve your experience as a GM and make your players' time at the table more enjoyable. By planning flexibly, respecting player agency, balancing encounters, and maintaining consistent rules, you can create sessions that are not only fun but also more memorable.
Remember, every GM makes mistakes - it's part of the journey. The key is to learn from those mistakes and keep getting better.
I'd love to hear about your experiences as a GM. Have you encountered any of these challenges? How did you handle them? Let me know in the comments.
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