Gamemaster’s Guidepost: Avoiding Game Frustration

GMs set the tone of the campaign when they begin its design. This is just fact. Players, on the other hand, set the tone of the campaign after the game has begun. Again, this is just fact. But problems can arise when the former clashes with the latter. Recently, How to Be a GURPS
GM: Managing Expectations was released and I highly suggest seasoned and newbie GMs to pick that book up as soon as they can. It’s chock full of advice and information for making sure the player and GM expectations match. Inspired by that book and having something of a yen for doing this (just look at my blog) I decided it might be a good idea to talk about one thing that has become increasingly important to me over the years: avoiding player frustration with the game you’re running. . .

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