Legend of the Five Rings

I see this question come up every once in awhile on the forums. Alot of people keep wanting to know what the trick is to being a good GM. While experience goes a long way to being a good GM I think the first step to being a good GM is truly the ability to simply say No.

GMing a game is a daunting task. You have to figure out a reason for a group of 4 to 6 characters (whom may or may not all be from the same clan) to work together. You have to design cities and in some cases an entire empire. You have to create hordes of NPC's and distinct personalities for each. You have a lot to worry about. So saying No becomes a very important thing.

Try it out .....

No

Feels good doesn't it?

So why is it so is the hallmark of a good GM? Simple. Some things are stupid. Some things are retarded. Some things are ghetto retarded. And it's your job as a GM to stop it. It's a fine line to walk do not get me wrong. But it's a very important thing to be able to do. A game is balanced on the GM's ability to keep things running smoothly and sometimes that a simple no is the best thing to do.

This is epically important when a player wants to play some form of broken combo by putting together schools and paths that weren't intended to be combined in the first place. Many GM's struggle with having to find a way to balance and control an unwieldy character. But if you simply say No before they start down that path then your job as a GM becomes easier.

Sometimes the goals and desires of a player (or group of players in a game) run counter to the fun or overall theme of the game you are running. Sometimes instead of allowing a group of players to completely derail a game it is best to sit back and say ... No.

Now don't be mean when you say no. Don't be unfair. But as a good GM you must be able to say No to your players in order to keep things in order and running smoothly.

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Kaishin Comment by Kaishin on February 10, 2009 at 10:26pm
Usually there is a good, in game reason for why a player character can't attempt or achieve what a player wants of them (such as having their Crab character have ranks in a Scorpion school). There are, of course, ways that this could happen, but it is quite easy to say no (especially during periods of time like Kisada's rampage).
Spell creation is another area where saying no is nice. It's so easy to when your players are making such absurd suggestions as "Mordenkaiden's Chicken Umbrella".
Yoritomo Sanjuro Comment by Yoritomo Sanjuro on February 3, 2009 at 3:32pm
Step 2 is clearly having an established and defined munch/soda/nicotne policy and schedule, whatever they may be that works for your group.
Dace Comment by Dace on January 29, 2009 at 3:53pm
For me learning when to say Yes is step 3. Maybe later I'll tell you what I feel is step 2. :)
Yoritomo Sanjuro Comment by Yoritomo Sanjuro on January 29, 2009 at 12:52pm
Experience is of course the best way to learn the difference. The problem of course is that learnign the hard way which type o behavior is one, and which is the other, can cost you a table or two.
Caillte Comment by Caillte on January 27, 2009 at 2:47am
The second step is saying Yes.

If its important to stop hare brained schemes that are going to wreck the game, its just as important to let the ones through that are going to make the game fun and interesting, even if you as the DM are not ready for them.

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