hello my master's and welcome to this episode of how to be a great GM why do I
say hello masters because you are all masters whether you are a player or
whether you are a GM or whether you're a storyteller or just someone who happens
to be watching this episode we are all masters in our field of having fun
whilst role playing I think that's critical and important to remember we
are all all in this together so today we are talking about player academy now
this is a very specific choice of words and I hope that it doesn't cut too close
to the bone but when we talk player Academy we are talking about educating
our players not in terms of assuming that our players don't know what's going
on or are ignorant of certain facts but in terms of educating players whether
they new or old to the game as to best practices and how do we do that how do
we subtly tell our players listen if you kill everything I can't give you a plot
if you literally burn down every single castle before exploring it I can't give
you treasure if you don't work together when you fighting a dragon he will eat
every single one of you without breaking a sweat
how do you educate your player well the most effective way that I've found
certainly is with a player Academy and that is quite literally you set up an
academy within your world within your gaming world and you're gonna use that
Academy to guide new players you're gonna build better players you're gonna
correct bad habits you're going to foster party dynamics that's what you're
going to be able to do if you set up a player academy or a character academy
however you want to call it and it's a device by the way that is used in almost
any film that deals with the character who does not know how to do things
transitioning to a character who knows how to do things so it fits very neatly
into our narrative approach to storytelling so your players are not
going to sit back going well our GM is trying to change us as how to
how we roleplay they will see it as some of their characters can go through and
by virtue of that they themselves will go through so what is it so how do we
guide new players well a player Academy is quite literally some kind of Academy
your characters let's say you've got players and you started a new campaign
and your players have traditionally been same or murder hobo II then roleplay or
perhaps your characters your players are brand new and they don't actually know
how to roleplay perhaps they don't know how to do things the very first point of
call then is to create the academy call it the guild hall call it the
adventurers League training exercise 101 the science fiction holodeck program for
cadets whatever you want to call it you create a space that the PCs the
characters pcs the players PCs are forced to go through they're required to
do it in order for them to progress forward it could be a mad Duke who says
what is your rating at the academy have you got a rating of five you can
participate in this venture if not I'm afraid you'll have to go back and till
you qualify however you want to do is get the players to send their characters
to the Academy Hogwarts is a fantastic example of an author who decided that
her characters needed to learn a few things and as a result we the viewers
the character players if you like have learned things as well so that's we're
gonna do so gonna teach role-playing how do you teach role-playing it's a
question I get all the time and it is a difficult question because I think we
tend to try and dissociate ourselves too much from our characters we try to do
the whole it's not you who's who's fighting New York it's not you who's
making the decision it's your character I think when you are approaching new
role players and they go I don't know how to role play the answer should be
well what would you do in that situation oh I'd scream and run around well then
that's what your character does your character screams and runs are
what do you think a hero would do in that situation
oh well maybe they'd attack the dragon all right but how would they attack the
dragon what a motion would they have they'd be brave or they'd be courageous
or maybe they're fearful but they hide that fear all right
trying to show me how to do that show me how we would do that so in these kinds
of situations what you do is within your academy you set up a mentor and a guide
n-b-c who are going to do exactly this they're going to put on a show literally
it is a show where they're asking so where do you come from why did you
become an adventurer asking all sorts of role-playing questions that the players
are going to have to answer if they want to progress forward and if they don't
answer then you need to step back and say why are you not answering this
person you're gonna get into trouble or if you really want to go full immersive
if you don't answer me I'm going to put you in the Chokey for the night let you
think about your answers you roleplay as the GM you set the standard for roleplay
now there was a question that was posed to me by someone who sent through
obviously a question they have sent it through by owl arrived in the day and
the question was how do you make NPCs different if you are a monotone type of
individual if you are incapable of wildly fluctuating your vocal chords and
that sort of thing and there are plenty of people out there who do have that
specific space to play in well it's the mannerisms and that's something that
you're going to have to bring to the table and describe the old crotchety man
speaks at you in an aggressive tone but his eyes twinkle with a delight that he
obviously takes an tormenting young young individuals such as yourselves how
do you respond when he says I want you to tell me your life story so you can
work in a much more narrative heavy focus but still on that role playing
again interacting with NPCs when the characters walk up to the archery range
they say a grab bow I beg your pardon says the archery
instructor who's then going to get them to do something but they're not going to
do archery the instructor is going to say listen normally you would have
archery practice now but I've actually left my compass on my desk wouldn't you
go and fetch it for me so you're giving them micro adventures mini adventures
where there might not be a huge obstacle but I would always suggest your academy
has a rival team some bunch of NPCs who are bigger better know more they're
older they're surly er they drink more they belch more however you want to
position them that are an antagonistic force to the players characters they put
them down they defeat them and they give them a goal to operate against what this
does is again it entrenches that the players should interact with the NPC's
no violence is allowed on the campus all magic is banished it's prevented from
being used you can't use phases on disrupt you disintegrate you have to use
them on stun only that sort of thing so you can then do that then asking
before acting again this is a setup the players arrive and there's a large room
and there's a crevasse on the ones that splits the room in half there's some
rope next to you and there's a little old lady who's sitting on the stool
knitting if they go straight for the rope and they climb across they find
that the chasm keeps getting wider and wider and wider and that they can never
actually get across it's only when they start to ask questions of the old lady
does she say oh it's just the carpet it's got a fear of people now dunno why
they chose a chasm as a theme but if you look at it you'll see it's just a carpet
you can't climb across it because there's nothing to climb across just
walk across the deadly thing train the players to interact with their
environment to ask their environment if that's something they don't do and
especially novice players especially younger players they don't know what
they can and can't do so you need to show them and the way to do that I think
is to set up this academy idea now when we talk about making better players you
then advance if you've got good players already if your players already quite
strong they tend to gloss over things like
looking for clues once again your academy is going to be your friend send
them to the academy and give them a safe space in which to operate give them
mentors who are going to guide them something happens there's a painting
let's get stolen from the library the head master is not particularly
interested so he says to the PCs you solve the mystery of the missing
painting I don't have time for it right now we're organizing an exam don't you
know they then have to start solving it f2 start asking and answering questions
when they go to the teacher and say did you see who took the painting the
teacher can respond well did you look for footprints no they didn't look for
footprints back they go there do some checking they roll skills they roll dice
they get happy they start to realize that if they look for clues if they
start to actually understand the scene then they can move forward
it also helps encourage them to ask right types of questions what questions
should they be asking well they should be asking questions that are going to
motivate and push the plot forward shouldn't they how do I know what
questions to ask well that's up to you as the game master to guide them have
the teachers have the drop droids who are teaching them whatever it might be
have them indicate if you think of the matrix that film that came out ten
thousand years ago talking about how we were all going to be online if you think
about that kind of movie there wasn't in the whole movie is basically a training
movie isn't it so that's the idea approaching problems how do you approach
a problem differently rather than just hitting it so illusionary monsters that
the teachers have set up well you can never defeat that ogre that ogre is an
illusion of course you can't just beat the thing to death it's just gonna get
back up again isn't it you've got to work your way around that think of an
alternative think of an alternative and there's a bridge that crosses over the
ravine or whatever the case might be you get the idea the Academy is designed to
correct and adjust and show players how there should be operating correcting bad
habits retreating is a bad habit that players often have as in they don't
very seldom have I come across a group who goes whoa this is this is above my
paygrade I'm going backwards sometimes you do and it's refreshing and it's
wonderful sometimes you don't you can help you can show them that retreating
isn't always a bad thing talking things through this is another thing that
players very seldom do I'm not ranting about players I'm just saying how you
can correct them identify the issues that your player group has and see how
you can help them this way you're not just giving them a lecture for twenty
odd minutes on how to do this thing you're letting them experience it and
then see it and then internalize it and that for me is much more powerful than
just giving them a list of things that you want them to do differently so let
them talk things through with one another encourage them to talk things
through have the again the teacher go well review what you've discovered so
far between the lot of you and then give me a finalized report I don't have time
for your nonsense encourage them to talk encourage them to work together oh I see
that you've spooned one another well that's damned good the rest of the
teams didn't remember those boolean PCs that I was talking about those ones that
are gonna try and Trump the group have them fail on tasks and then have the
teacher admonished them for that failure in front of the PCs have them shown up
well of course you fail you idiots you didn't discuss what you did
did you you all just ran off in your own directions found your own clues then
when you got back together again did you talk about it did you list what you had
discovered somewhere somehow no you didn't you all just sat quietly around
waiting for the next yogurt as sharp so you could beat it to death of course a
defeated you idiots now as for you I'm sure you have had a chance to talk so
you get the idea you make it feel as if they're an academy you make it feel as
if it's the characters that are being trained meanwhile is actually the
players that are being trained because ultimately the players are the
characters let's let's let's let's just let's just accept it so you need to
foster party dynamics and you need to foster the idea of teamwork the idea of
give and taking that idea of relationship so with teamwork it's about
having a instructor literally saying you're a
ranger ancho well Rangers go to the back you see that way you can fire arrow or
you're double wielding Ranger well that's even better then you're going to
allow that big barbarian there to engage the creature first then you're going to
maneuver around behind it and then attack from there that makes far more
sense don't you think oh you're heavy weaponry well fantastic you're going to
move behind the lines you're not going to move in front of them it allows you
to give the players some ideas and to let them try out different tactics quite
literally alright start the simulation okay you can see there's a horde of
Klingons right what are you going to do about it so you form a line do you
that's very smart good alright now you've got some
approaching from the left what are you going to do to your line now it doesn't
have to be that tactical but you you you must understand that players need to
sometimes be encouraged to work together as a team rather than to prove
themselves as individuals in combat which does happen far too often you also
need to give and take and one of the great exercises of course with
give-and-take is alright you've got the torch
you've got the matches the torch lasts for 10 minutes you've got five matches
between the two of you you need to find your way out of this maze and you've got
20 minutes to do it in that means you're going to run out of light before you get
out of the maze figure it out of course you then work out how you're
going to do it and how things are going to last and all those kinds of wonderful
things especially if you break the torch and a half and you both have a torch
each so you can make it last for longer all those kinds of tricks on how to get
people to share and to explain that ohayo found a magic ring it doesn't know
anything for me but I can give it to you again those little things that are quite
nice and of course relationships can then be developed in a player academy
where you talk about how do they build relationships then PCs again we talk
about those bullies we talk about the one NPC that always seems to be
struggling and that they help at the end and then turns out to be the young
princeling and I get rewarded for doing so but it's the idea is how do they
foster relationships what methods what techniques they're going to do and once
they graduate from that Academy once they step out of it they're going
to be a much better team to begin with hopefully but they're also going to have
a shared history so when you start adventuring with that group and then
then take their first steps to go and hunt those wolves and the wood and all
those kinds of wonderful things that come up with being in an acolyte or a
junior they are a unified team they're working together better I know that's
optimistic after a couple sessions of the Academy but you can make it fun you
can make it entertaining and you can see where the players really sort of fit in
together with one another especially their new players I need to learn what
are the boundaries of one's imagination in terms of a game like this what are
ramifications for courses taken for actions taken or not taken and then of
course they can make informed decisions from there well I hope this has been
useful in terms of giving you some idea as to how to perhaps correct behavior
that is not necessarily what you like at your table again though I think
something that's important to advocate here and now is that if people play
differently to you that doesn't mean that they're wrong it means that they're
playing differently to you however if you can see that just a little bit of
guidance a little bit of a help will get them to work together and will give them
a better experience that's when you run an academy but if a group of players
particularly like running around just killing stuff you can run academies for
days it won't change them as a group it's time for you to change the group
for you to go and find a different group to play with so there's a fine line
between just changing groups trying to change groups and coaching and building
and developing your players to finding a happier space in which to coexist that's
my thoughts anyway hit the like button if you like the video hit the subscribe
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engage with this channel to help to find the fun to make sure that everyone is on
the same page anyway until next time I wish you and yours
pissed of gaming








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