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KarenCravens
Karen Cravens

Tue

Jan 1
2002

02:23Z

MGR: Game longevity

When we started out hosting games, we explicitly weren't 
concerned with quality.  We specifically said that up-front... the 
game profiles (a vestigial one can be seen at ) were 
completely unedited, and so it was assumed that if there were 
typoes and disgrammars and AWESOMELY munchkinlike 
statements, that's exactly what you could expect from the game, 
so if you didn't mind that you'd sign up, and thereby the GM would 
get exactly what he deserved.  Or something.

Anyway, the focus in those days was on continuity... the goal was 
to make sure that gamemasters stuck with their games, regardless 
of the "quality."

Somewhere along the way, that sort of changed.  But as discussed 
in a recent (well, relatively recent) chat, people would rather be in a 
mediocre game that *continued* than in a brilliant game that flamed 
out midway through the third scene.

Anyway, so we've been beating our foreheads against walls in an 
attempt to come up with a way to make games last longer... either 
to prevent GM burnout, or to reliably replace GMs that can't 
continue.

We're seriously considering no longer allowing solo gamemasters.  
This is sort of a drastic change in policy.  We're not necessarily 
going to demand that new games have a GM team, just that they 
have a definite backup GM or two in place, *and* a "To Be Opened 
Upon The Current GM's Demise/Disappearance/Retirement" 
envelope.  This has been the most effective way any of our current 
games have carried on after the departure of their initial 
gamemasters (do we have any followon gamemasters running 
games right now? Raise your hands), with either a strong player or 
a particularly attentive lurker stepping in to take over.

This wouldn't particularly affect existing gamemasters, other than 
you maybe want to think about exactly what *would* happen to 
your game if you got hit by a bus.  Which of your players *would* 
make a good successor?  Or is there somebody outside the game 
you could recruit to watch over your shoulder, be let into all your 
secrets and assistant-GM once in awhile?

Better ideas?  Magic questions we could ask applicants that would 
allow us to determine if they're going to finish their game? Bueller?

-- --------------------------------------------------------------
Game(s): The Whole Phoenyx
Listowner tools are found at http://www.phoenyx.net/listowners/

TroyJohnson
Troy Johnson

Wed

Jan 2
2002

00:56Z

MGR: Game longevity

I'm a follow-on gamemaster, sort-of anyway. The original game only lasted 4
months or so though, and I have been running it for 5 years...

> Better ideas?  Magic questions we could ask applicants that would
> allow us to determine if they're going to finish their game? Bueller?

You have raised a lot of really good points, but the most important thing
that keeps me going is having really good and involved players. I have been
on the edge of burned out for a year or so, but what keeps me going is not
wanting to let my players down and sincerely caring about what happens to
their characters.

I think a "to be opened" archive is a good idea. Ideally it would be
someplace we could post our DM notes and world building stuff and would be
easy to update.

I know one thing I did not appreciate when I took on the DM role was the
amount of planning and background work that a PBeM game takes. As a result,
where the story is going exists in my head, but I make up all the details as
I go, and if the players reach something complex while I am busy in real
life, I am screwed!

Asking GMs to have their games fully outlined seems reasonable, though
things change and grow so much when you have a group of intelligent, capable
players to work with that that would be a living document. I think one thing
that should be at least be recommended to new DMs is that they have at least
the main characters and conflicts in their games written up "module" style.
A lot of a game you can get by with just notes and descriptions, but when
you have to try and come up with the specs for an invading orc tribe in the
same week that a bunch of deadlines come up at work, it is a problem...

I am not sure how co-gamemastering would work. It seems like the extra time
it would take to coordinate between the two would about equal the time that
one person would have to put into the game. Does anyone have any good
examples of co-led games that work well? And more importantly, how they pull
it off?

If co-gamemastering does become a requirement, maybe single DMs could run
games if they were using a published or self-written module?


Anyway, I am not sure how much help that is, but I know for me, what staves
off burnout, is the energy I get from my players. Maybe giving new GMs a
lecture on the care and feeding of players when they are starting up would
be in order. Until you have had a really good DM, you don't even notice what
a difference it makes, but being able to do the virtual equivalent of
surprising everyone with Pizza or always having cookies in the oven when
your gaming group comes over is key. And the energy you give, you get back
and the game keeps rolling along.

Hope that helps,

Troy
DM, Great Forest





-- --------------------------------------------------------------
Game(s): 
Listowner tools are found at http://www.phoenyx.net/listowners/

KarenCravens
Karen Cravens

Wed

Jan 2
2002

03:38Z

MGR: Game longevity

On 1 Jan 2002, at 18:56, Troy Johnson wrote:

> I think a "to be opened" archive is a good idea. Ideally it would be
> someplace we could post our DM notes and world building stuff and would be
> easy to update.

We've been trying to figure out how to do this.  There's the Wiki, 
but it's really not designed to easily make certain parts restricted-
view.  That may change, as we switch everything over to a sitewide 
recognizes-you-if-you're-logged-in system, but still.  (Tim, and 
others who've started using the Wiki extensively... any thoughts?)
 
> Asking GMs to have their games fully outlined seems reasonable, though
> things change and grow so much when you have a group of intelligent, capable
> players to work with that that would be a living document. I think one thing
> that should be at least be recommended to new DMs is that they have at least
> the main characters and conflicts in their games written up "module" style.
> A lot of a game you can get by with just notes and descriptions, but when
> you have to try and come up with the specs for an invading orc tribe in the
> same week that a bunch of deadlines come up at work, it is a problem...

Yeah, I dunno as how we'd necessarily want people to plan things 
out in advance, but just being able to say "After players A, B, and 
C ran into NPC X, she reported their plans to Villain Q, and that's 
why Q was able to do what he did" is useful in giving a new GM the 
behind-the-scenes information.
 
> I am not sure how co-gamemastering would work. It seems like the extra time
> it would take to coordinate between the two would about equal the time that
> one person would have to put into the game. Does anyone have any good
> examples of co-led games that work well? And more importantly, how they pull
> it off?

It depends on the type of game; the sim-type ones (7thorder, 
cardassianglory, etc.) tend to have multiple gamemasters.  But 
they also tend to have a higher number of players, *and* the 
gamemaster's role is slightly different than in a "conventional" 
game.  I'd envision a co-GM in a non-sim game as being someone 
who more watches over the GM's shoulder, and is kept up to date 
on the NPC-X sort of background things as they happen.  
Something the same effect as the "to be opened" file, except that 
the co-GM gets to absorb it as it happens, and ask questions.

> If co-gamemastering does become a requirement, maybe single DMs could run
> games if they were using a published or self-written module?

Maybe.  But the other half of the requirement is that we know 
there's somebody *already picked out* and ready to take over.

> Anyway, I am not sure how much help that is, but I know for me, what staves
> off burnout, is the energy I get from my players. Maybe giving new GMs a
> lecture on the care and feeding of players when they are starting up would
> be in order. Until you have had a really good DM, you don't even notice what
> a difference it makes, but being able to do the virtual equivalent of
> surprising everyone with Pizza or always having cookies in the 
oven when
> your gaming group comes over is key. And the energy you give, 
you get back
> and the game keeps rolling along.

Or giving new players a lecture on the care and feeding of 
gamemasters...


-- --------------------------------------------------------------
Game(s): The Whole Phoenyx
Listowner tools are found at http://www.phoenyx.net/listowners/

TimHall
Tim Hall

Wed

Jan 2
2002

20:20Z

MGR: Game longevity

Karen Cravens wrote:

>On 1 Jan 2002, at 18:56, Troy Johnson wrote:
>
>> I think a "to be opened" archive is a good idea. Ideally it would be
>> someplace we could post our DM notes and world building stuff and would be
>> easy to update.
>
>We've been trying to figure out how to do this.  There's the Wiki, 
>but it's really not designed to easily make certain parts restricted-
>view.  That may change, as we switch everything over to a sitewide 
>recognizes-you-if-you're-logged-in system, but still.  (Tim, and 
>others who've started using the Wiki extensively... any thoughts?)

There is a page on the Kalyr web site covering some of the deep
secrets of the gameworld, but it contains big, big spoilers.  I don't
really want my players reading it. 

But that's mainly large-scale 'world-level' stuff - I don't have
anything outside of my hard disk on the local politics and plotlines
that the players are involved in.
 
>> Asking GMs to have their games fully outlined seems reasonable, though
>> things change and grow so much when you have a group of intelligent, capable
>> players to work with that that would be a living document.

>Yeah, I dunno as how we'd necessarily want people to plan things 
>out in advance, but just being able to say "After players A, B, and 
>C ran into NPC X, she reported their plans to Villain Q, and that's 
>why Q was able to do what he did" is useful in giving a new GM the 
>behind-the-scenes information.

Having a well-developed setting, I tend to make a lot of stuff up as I
go along (there's a lot of Schoedinger's cats about!)- while I do
maintain a database to keep track of (far too many) NPCs.
 
To take a current example - in my Play-by-Web sister game to Kalyr,
one PC is about to lead an investigation into the near-sinking of a
submarine; he's identified five people that worked on it before it
almost sank.  But at this moment of time, I as GM have not decided if
it was incompetence or sabotage, and which if any of the five might be
a saboteur.

>> I am not sure how co-gamemastering would work. It seems like the extra time
>> it would take to coordinate between the two would about equal the time that
>> one person would have to put into the game. Does anyone have any good
>> examples of co-led games that work well? And more importantly, how they pull
>> it off?
>
>It depends on the type of game; the sim-type ones (7thorder, 
>cardassianglory, etc.) tend to have multiple gamemasters.  But 
>they also tend to have a higher number of players, *and* the 
>gamemaster's role is slightly different than in a "conventional" 
>game.  I'd envision a co-GM in a non-sim game as being someone 
>who more watches over the GM's shoulder, and is kept up to date 
>on the NPC-X sort of background things as they happen.  
>Something the same effect as the "to be opened" file, except that 
>the co-GM gets to absorb it as it happens, and ask questions.

I've seen a co-GMed game (with one main GM and two assistants) work
very well.  The main GM controlled the world and the plot, one
assistant ran NPCs, and the third never posted publicly but must have
been doing *something* behind the scenes.   I rank that game (which
ran for three years, and ended with a pre-planned conclusion) as the
best on-line game I've ever played in.

But on the other hand, I've tried being an assistant GM and failed
miserably, probably because the roles of the two GMs was never
properly defined (and the other GM was a bit awkward at times).
-- --------------------------------------------------------------
Game(s): Kalyr
Listowner tools are found at http://www.phoenyx.net/listowners/

PickWall
JEREMY PICKWALL

Thu

Jan 3
2002

17:32Z

MGR: Game longevity

In Faedor, I have two assistant DMs.  Rather than being responsible for certain aspects of the game as a whole, each has a group of characters in a different geographical location and they are in charage of more or less every aspect of the game in that locale.  Since the game is still in its early goings, the characters are still in the process of getting to know each other, and thus far has lent itself well to the current arrangement.  As they game continues, we will have to begin looking at crossing out paths, but I have the advantage of knowing my assistants from college and expect that we'll run it smoothly.  The one weakness is that the DMs also have PCs, so I've been stingy on some of the information I've given them concerning the larger plot.
-- --------------------------------------------------------------
Game(s): FaedorGM
Listowner tools are found at http://www.phoenyx.net/listowners/

MeeraBarry
Meera Barry

Tue

Jan 8
2002

01:49Z

MGR: Game longevity

> I think a "to be opened" archive is a good idea. Ideally it
> would be someplace we could post our DM notes and world
> building stuff and would be easy to update.

I'm still struggling with the idea of what goes into this 
archive.  Even if it's something that gets updated with
the story, is it, "Behind the mask, it's really... Bruce 
Wayne," or is it, "The jewel heist fails, for the caped 
crusader waits.  If the players find a way to knock him 
unconscious, behind the mask it's really..."

What kind of information is important for a GM to pick-up a 
game?



\\ Mb \\
mabarry@xpert.net

-- --------------------------------------------------------------
Game(s): The Glitter and the Glamour
Listowner tools are found at http://www.phoenyx.net/listowners/

KarenCravens
Karen Cravens

Wed

Jan 9
2002

00:48Z

MGR: Game longevity

On 7 Jan 2002 at 19:49, mabarry@xpert.net wrote:

> I'm still struggling with the idea of what goes into this 
> archive.  Even if it's something that gets updated with
> the story, is it, "Behind the mask, it's really... Bruce 
> Wayne," or is it, "The jewel heist fails, for the caped 
> crusader waits.  If the players find a way to knock him 
> unconscious, behind the mask it's really..."

It depends on the game.  It needs to be whatever it would take for a 
new GM to pick up the game.
 
> What kind of information is important for a GM to pick-up a 
> game?

Um...

Perhaps you (the collective "you") should test it out... have a fire 
drill.  Announce to your group that you've just been hit by a beer 
truck, what do they do?  Once you find out who'd take over your game 
(skip the preceding step if you already know), ask them what they'd 
do with your game from then on out.

Heck, it could give you some fun ideas, if nothing else...

-- --------------------------------------------------------------
Game(s): The Whole Phoenyx
Listowner tools are found at http://www.phoenyx.net/listowners/

MeeraBarry
Meera Barry

Wed

Jan 9
2002

03:56Z

MGR: Game longevity

> ...ask them what they'd do with your game
> from then on out.

Apparently, "announce their permanent relocation to 
Tijuana, distribute final character sheets, and write 
recommendations for players trying to find new games."

I think we might have a little bit of a difference here...


\\ Mb \\
mabarry@xpert.net

-- --------------------------------------------------------------
Game(s): The Glitter and the Glamour
Listowner tools are found at http://www.phoenyx.net/listowners/

DworkinBarimen
DworkinBarimen

Wed

Jan 9
2002

04:32Z

MGR: Game longevity

In a message dated 9/01/02 14:57:26 AUS Eastern Daylight Time, 
mabarry@xpert.net writes:

> > ...ask them what they'd do with your game
>  > from then on out.
>  
>  Apparently, "announce their permanent relocation to 
>  Tijuana, distribute final character sheets, and write 
>  recommendations for players trying to find new games."
>  
>  I think we might have a little bit of a difference here...
>  


Yeah...   from Defenders of Pattern too.... 
There is no replacement GM.  Not even a vaguely interested 
"We might give it a go" **possible** GM.
Come to think of it, *I* am the replacement GM.

I'm unclear about the status of this (proposed?) policy.  Are existing 
Phoenyx games required to have arrangements for replacement GMs in
place?  Or is this simply a possible requirement for new games from this
point onwards?


Emmet Harris
-- --------------------------------------------------------------
Game(s): Mageoftheline
Listowner tools are found at http://www.phoenyx.net/listowners/

KarenCravens
Karen Cravens

Wed

Jan 9
2002

20:28Z

MGR: Game longevity

On 8 Jan 2002 at 22:32, DworkinBarimen@aol.com wrote:

> I'm unclear about the status of this (proposed?) policy.  Are existing 
> Phoenyx games required to have arrangements for replacement GMs in
> place?  Or is this simply a possible requirement for new games from this
> point onwards?

We're still thinking about it.  There's two big problems we have to 
solve here:  how to keep gamemasters from leaving (at least due to 
burnout) in the first place, and how to keep games running if the 
gamemaster does have to leave (perhaps unexpectedly).

There's actually another problem:  gamemaster burnout often doesn't 
happen until the game has gotten bogged down.  So we have to figure 
out how to notice when games get bogged down, and figure out how to 
help.

All in all, running YahooGroups has got to be a whole lot easier.
-- --------------------------------------------------------------
Game(s): The Whole Phoenyx
Listowner tools are found at http://www.phoenyx.net/listowners/

JuhaVesanto
juuso

Wed

Jan 2
2002

13:32Z

MGR: Game longevity

On Mon, 31 Dec 2001, Karen Cravens wrote:
> Anyway, so we've been beating our foreheads against walls in an 
> attempt to come up with a way to make games last longer... either 
> to prevent GM burnout, or to reliably replace GMs that can't 
> continue.

That has been a real problem in Celandra, especially its Elyria
subgame. In fact, just recently the latest GM had to quit and we're
looking for a replacement. Luckily, the Qaiyore subgame is still 
going strong - and it has 2 GMs, so that's on a firmer ground.
 
> gamemasters (do we have any followon gamemasters running 
> games right now? Raise your hands), 

I took up Elyria game after the initial GM had to quit.  And I myself
passed on the burden to a follower a couple of years back. In fact, there
have been several changes of GM in both subgames over the years. What has
made these changes smooth is that most of the stuff needed for GMing is
available from the websites. There's not much secret stuff. On the other
hand, the several GM-changes in Celandra (both subgames) have never
occured without a serious break in the continuation of the game. There's
always been a (more-or-less long) break between one GM quitting and
finding a new one.

> This wouldn't particularly affect existing gamemasters, other than 
> you maybe want to think about exactly what *would* happen to 
> your game if you got hit by a bus.  

Something like this has happened a few times in Celandra and Amidst the
Main (now dead). I don't know what happened, but the GMs just disappeared.
It was very disturbing, and a problem was that nobody seemed to know what
to do since nobody could just assume the authority of the GM.  I think
this was one of the main reasons why Amidst the Main finally died (that,
and having a few such incidents in a row).

So one important issue is to have general guidelines what to do if the GM
disappears. Contact the category manager?? Phoenyx-help-line??

> Which of your players *would* make a good successor?

Using Celandra as a case: several. But the question is do they have the
energy/time to be a successor??

> Or is there somebody outside the game you could recruit to watch over
> your shoulder, be let into all your secrets and assistant-GM once in
> awhile?

I think (in addition to wiki / other web-based documentation solution)  
assistant GMing is the most feasible solution. In addition to lightening
the burden of the GM (sometimes), one would have somebody as an immediate
(even if temporary) replacement. A second-in-command so to speak. Of
course, such an arrangement does not suit everyone's style. Still, maybe
Phoenyx could strongly advocate and recommend the use of assistant- or
co-GMs.

juuso
-- --------------------------------------------------------------
Game(s): 
Listowner tools are found at http://www.phoenyx.net/listowners/

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