Dear Sean and Brett,
My name is Aaron and I’m a big fan of the show. I’ve listened to most of it, although I haven’t written in before because I’m only 22, and greatly lack the experience required to comment on the same level as ‘the regulars’ who usually write in. They’ve get in some great comments.
However, I think you’ve finally picked a topic that is in MY wheelhouse. Without further ado, here is my 12 step program to become a better improv gamemaster:
1) The first step is admitting that you have a problem. When I first got into rpg’s, I really struggled to find a consistent group. After a few very cliquish groups turned me down to play with them regularly, I turned to the task of forming my own group. This of course meant I was almost always convincing people to try the game out for the first time. Here’s how it pretty much always went down: “Do you play D&D?” “No.” “Well, it’s actually tons of fun. Wanna try it out?” “Sure.” At which point they expected me to teach them to play and get it all going right then and there. In the middle of lunch period, or on the bus ride to a choir festival, or after most kids had gone home after a party, or after we just finished a group project for homework. You must understand that improv GMing is a style of play that is not necessarily for most people. But for me, it was a necessity in order to “get my fix.” If it’s not your style, or you just don’t like it, then don’t worry about it.
2) Understand that improv GMing is a skill that gets stronger with consistent practice. You either do it a lot and get good at it slowly, or else you’ll only ever be okay at it or worse. Don’t hold yourself to a high standard right away. Plan to improve over time, and remember that as long as you’re not regressing you are moving in the right direction.
3) Brett made a good point (although it took him 20 minutes to say it) that improv GMing still requires preparation. It just looks different. For me, since I lacked a consistent play group and I didn’t have a lot of downtime outside of school, homework, music practice, etc., improv prep got done in the 5-20 minutes I had in between all the other things I did during the day. The last nine steps describe how to prepare. Generally, a few hours a week is plenty.
4) System Mastery. Improv GMing improves with system mastery. For example, I once tried to improv a game of Traveller after reading the rulebook once, because it felt straightforward and I was confident in my improv skills. Turns out my ability to teach the system to other players was too weak to keep the game flow moving. After about two hours, when it was finally coming together, two players quit. End of campaign. Know the rules enough to teach them quickly. Other than that, item and monster stats (or at least page numbers) are your bread and butter from here on out. Review them regularly.
5) Your back pocket is full of fun NPC’s/locations/homebrew monsters. Have a handful of basic NPC’s and locations (they mainly just need a name and physical description) That you can just drop on the table. They don’t need a full backstory or stats off the bat. You can make those up 5 minutes from now. You just need to avoid spending those 5 minutes trying to come up with “Ulfbert Korigson, a burly human in partial mechanical futuristic plate armor with thick sideburns and a shiny bald head, comes out of the kitchen and warmly introduces himself to you as the innkeeper, asking how long you’ll be staying.” (see what I did there, I just made that up.) Homebrew monsters do need stats, but they don’t need specific story purpose; they can just be something you thought was cool while doodling in junior high. If you’re players complain about your NPC’s, kindly invite them to DM the next session and show you how it’s done.
6) Your back pocket is full of quests. You can come up with simple quests (long, short, easy, hard, horror, hack’n slash, heist, 007, whatever) to drop anywhere/anytime. They can be loose in the details. They only really need to have 4 parts: an introduction (the most flexible part), a main goal (possibly a secret/surprise), a main obstacle/opposition, and a reward. Optionally, you can plan a big twist. For example, I planned a quest as part of a campaign where the dead fiancé of a character comes back as a famed assassin seeking revenge. We never got that far, but I later played a 5e oneshot set in the roaring 20’s. (instead of sword and sorcery it was magic and mobsters) The same player showed up with the same character. So I just filled time by bringing that NPC and quest back as a shorter side gig while they were robbing a casino in Paris.
7) Your back pocket is actually a notebook. In the 5-20 minutes waiting to see the dentist, come up with an NPC or a quest and jot it down in your neat and well organized notebook. While reviewing the “I” section of the Monster Manual, you get an idea for a funny side quest to prank your players. Jot it down so you don’t forget it. Reviewing this notebook occasionally is 100% necessary, but it can also be fun just flipping to a random page mid game. Your quests and NPC’s are like legos for quickly building simple campaigns, or just quickly kicking off a new campaign. They all could be related, but none of them necessarily need to be. Remember, you’re the GM. If you say it exists, or happens, then it does. But if you don’t right it down, then you will forget it and it never will exist.
8) All aboard the improv express. New players (usually) need a little railroading to understand the game and what it can be. Some experienced players just like being railroaded. The first 5-10 minutes of gameplay are your opportunity to gauge how much THESE players want to contribute to the story and how much they expect you to contribute. Generally, just keep the details in your notebook loose and/or optional. This is where improv GMing becomes a skill separately from being a style. It takes a lot of practice to balance not railroading your players straight to Hogwarts, but still finding a clever way to introduce Snape and Dumbledore as mentor characters. If things don’t work out, don’t worry about it. The only end goal here is that players have fun and want to play again, not that Harry and Voldemort play out the cool laser duel scene at the end of the series that you envisioned. Step 8 basically is to not let GM power go to your head, listen to the players, and practice subtle/balanced railroading, which you will get better at over time.
9) Descriptions on demand. You have your legos to build a one shot or campaign straight out of your back pocket. But those legos are all just shapes. In the moment, you need to give the world color and make it immersive, especially when you describe how things happen or what an action looks like. This is where practice really comes in. You can literally practice giving improvised descriptions. You have 5 minutes sitting in the carwash or waiting in line at the grocery store. In your head, try to remember things from your notebook, and try to find as many different ways to describe and detail it. Practice being concise. Try changing the details, changing the setting, changing the genre, and see how you would describe it then. Practice adding extraneous details.
10) You can also practice NPC’s, locations, monsters, and quests on the fly. Although I do not do this a lot, it is worth mentioning, and I should probably try it more.
11) Other kinds of improv help, as well as brain teasers like word puzzles and riddles. Keep things loose in your practice and your games. Look for inspiration everywhere. Practice finding it anywhere. Improv comedy, improv guitar solos, improv free-hand drawing. Emulate the professionals you like. Consider why you don’t like other professionals. Expand your horizons. Part of becoming an improv GM is becoming more of a creator instead of just a greedy consumer. A really quick, spontaneous creator. It’s a muscle that you must train with love and patience and, of course, creativity.
12) Practice, practice, practice. The best practice is just diving right in and GMing a one shot. Asking for player feedback after a session is also highly, highly recommended. However, just practicing in your bedroom for a few minutes before going to bed or starting your homework is still part of the process too. Just remember to be consistent and use a timer so you don’t lose track of time. This step is very important, because I have experienced the frustration of not practicing and then in the moment falling on my face trying to describe the inside of a tavern just because I let myself get rusty. Just keep practicing and you will do just fine.
I hope this was not too long, and I hope it made sense. Thanks for the great content, and I wish you both good health for the coming holidays.
Sincerely,
Aaron
@llpartoftheplan on twitter