Top 10 Seduction Tips.. for Game Masters
[ life | roleplaying games ][ game mastering | rpgs | seduction | social | tips ]
[ March 7th, 2009 ]
[ by: Alvan ]
So, Game Mastering is like making love to a beautiful woman – Lots of work, but if you do it well and you do a lot of it, it gives you something to talk about when you’re golfing with your divorce lawyer.
Cosmo, GQ and other magazines are full of seduction tips. To be honest, half of the tips are basic human interaction stuff just put into words so that people realize what they are already doing / what they are already doing wrong. The other half of the tips are something that can be used by a good GM to accomplish something in the games they’re running. So, in spirit of these – a top ten list of seduction tips that have their uses for GMs.
10 – Be the Alpha
In social animals, the alpha is the individual in the community to whom the others follow and defer.
This neat little tip has two ways it relates to RPG sessions and Game Mastering. First, while it doesn’t necessarily mean that when one of the lower-ranking members of the group gets out of line, you’ll dry hump them against the table until they recognize your superiority, it does mean that you are expected to have some charge of the situation. While there are games where the Game Master isn’t the ultimate authority in the game world, it is a fact that if you’re the one inviting people over to play and organizing the gaming situation, you’re in a way responsible of keeping things rolling. This is an authority position and you should embrace it as such. Someone needs to think of the game first, and that’s sort of your role. If the others think about it as well, that’s good too.
The second thing about being an alpha in a game is that you need to be able to stand confidently behind your words. If you say that something is happening in the game world, then that is happening in the game world. If you constantly have to go about correcting yourself, you appear insecure, and the rest of the pack will a) eat you alive b) leave you behind to the wolves. Depending if you’re carnivores or vegetarians. The most common type of failure in taking charge of your actions is demonstrated best by the following:
Players: “We enter the room”
You: “There are three menacing yeti in the room”
Player 1: “Yeti, sweet. My character has this special ability to make any yeti my friend. I’ll use that.”
You: “You can’t do that, they seem to be uhmn… mind controlled yeti!”
Player 2: “Great, I’ll use my character’s de-mind-control -power to make them not mind controlled. And then P1 can make them his friend!”
You: “Uhmn… They’re robots. They attack! Roll for Initiative!”
If you say they’re yeti, be man enough to keep them yeti even if it that doesn’t lead to the result you were originally hoping for. Don’t let that weakness seep through. The players are most likely expecting you to be the reliable leader that is best for their pack. Act the role. (Note: Being an alpha doesn’t mean being macho or even manly. You don’t need to boast – let the actions speak for you.)
9 – Stay Fit, Have a Life
If you sit in your mom’s basement and just watch TV and eat cheeseburgers, you might get great ideas for your games and your friends might really like the way you run them. But seriously, for a game master, there are two great reasons for staying fit and having a life.
First is that frankly you’re a lot better off when you’re in good shape and have some form of social life beyond your gaming group. Being fit makes you more cheerful and less lethargic. And an energetic game master is a good thing to have. The second, a bit less obvious bit is that having a life and being in shape means you’ll be out and about. Meeting interesting new personalities and getting mugged by yet another generation of street thugs. Experiencing the life outside the four walls of your home. By having a larger social peer group you will not be obsessing about games as much, and you’ll be guaranteed to get some real inspiration out of that. You’ll hear stories that are odd and wonderful. Low key and world shattering to the people telling them. A new person you meet might give you an idea for a new character. Or she might turn out to be the love of your life, for that matter. But the first thing is to get off your ass and go get a life.
Also, there is no shame in dressing in something else than black jeans and the Metallica T-Shirt you bought 15 years ago. Getting a shave and a haircut wouldn’t hurt either. Just saying. Real job maybe?
8 – You Cannot Seduce Someone Who Doesn’t Want To Be Seduced
Sometimes there are players and games that just aren’t meant to work together. Maybe the player has very different ideas about roleplaying than you, or maybe she just doesn’t like you, the fellow players or the game. Maybe she’s going through a rough patch and the game isn’t what she needs just now. Maybe she’s a pretentious bitch who thinks you’re a lowly brute for your interest in 12th century underwear. You just need to set your personal motivations aside and let her slide. The game will be harmed more by the obtrusive player than it will be by her leaving the group.
If you notice a player who is constantly away from your games, or cancels at the last possible moment, or just doesn’t seem like she’s really that interested, be frank about it and offer her a way out of the group. If you can’t say “Okay, this doesn’t work and I don’t want you to come to this game anymore,” tell her a lie – something along the lines that there is a friend who would like to join the game and could take over her character. It gives her a way out that leaves everyone feeling a bit better. Sure, saying to someone that it might be better to “do it” with someone else is painful, but will help a lot in the long run.
7 – Seduction Is As Much About Conceal As It’s About Reveal
The age old wisdom from the TV series Lost is that a good way to keep the audience hooked to a show is to generate more questions than you give answers to. Also, the same show has taught us that if you overdo this, it just gets ridiculous. When you have a good group together and you’re selling your game to them, keep them wanting more – keep them waiting to find out what happens next. And after teasing them for a while, give them a reward for their patience. Reveal to them some of the things you’ve been teasing them with.
You can use this question-answer cycle as a motive for the game to move forward – if you leave something hanging in the air, you can then have the characters go explore it. By doing that they’ll find out things about it, but also new questions. Don’t answer all the questions you have posed with new questions. That just gets frustrating for everyone.
6 – Use Stories To Sell You
This has actually more to do with selling NPCs than selling you. When you introduce a person to the game and want it to be interesting, give it a story to tell the players. By a story I don’t mean a full-fledged narrative, but something that is interesting and tells the players something about the NPC. Could be something like when the new recruit to the team comes in a bit late, she says “Hi guys, check my new gloves – I had to actually tear them from this chav chick’s hands over at the store. They were the last pair and I weren’t going to let some skank have them before me. So, what’s going on?” This is something that will help the players relate to the NPC a bit better instantly. Even if the game is about fighting supernatural terrors from beyond, a character that nearly got into a fight at the H&M will be remembered better and with more personal attachment than some cute chick with neat gloves.
In fact, keep a few different stories around for each character and tell them as the game progresses – to re-introduce the NPCs to the players every now and then. Maybe every few gaming sessions.
5 – Be Interested In What She Has To Say
Interaction is the core of RPGs. This means that you have to pay attention to what the other side is saying. And by paying attention, I mean really paying attention. What are the things that keep coming up again and again when they talk? Which parts of your GMing they react to? When are they being non-responsive? When you’re playing with other people, these are the ways they can and will give you clues of what they want from the game. Sometimes a direct approach helps (asking “What do you want from the game?”) but might also lead them to just bullshit their way out of the situation – telling you what you want to hear. What you want from the game. Thus, being interested in what they say when in actual game situations comes in handy.
Also, this leads to another seduction tip that I have to mention here – Eye contact. Eye contact. Eye contact. Don’t just observe, show that you’re observing. If you’re hunching into your rulebook while the player is trying to explain her ideas, you’re discouraging her. She will think that you’re dismissing her ideas outright and will not go all the way with them. Even if you were actually listening while reading, you’ll miss on content as the other party thinks you’re not interested.
4 – Mirror Her
Now, a mirroring technique in seduction means something where you are copying a person’s movements and gestures and eventually noticing how she starts to mimic you, and you’ll be able to get her bend over backwards for you. In RPGs the techniques are more about you being willing to let the players influence how the game works to get them drawn in and using that to your advantage. If you paid attention a moment ago when I was talking about paying attention or even bothered to read the player’s character sheet, you already know quite many things about what a player wants to do in the game. And more often than not these wants and needs the player has are in opposition to your own ideas about what the game should be about.
How is it done? Simple. Pay attention when the players are explaining their characters to you and start the game with the players having their characters involved in exactly what they’re wanting. Give them positive things to associate with the game by doing what they like to do and then slowly introduce your own ideas.
The benefit of this is that the players get more excited about games where the things they like are happening. So if you give them a game where the focus is on these things, they’ll be eager for more, even when you start bringing in plot elements that aren’t the ones they were originally interested in.
3 – Learn From Each Encounter
Sometimes things go right, sometimes things go wrong. What is important is to know what worked and what didn’t.
After each game, try to think what was good and what was bad. And then think how to replicate the good in future games. And how to avoid the bad. Much more demanding than it sounds. Players are usually horrible at giving feedback, especially negative. You’ll have to listen to what they say went well and then fill in the holes as “ok, they didn’t say this thing was good. Was it mediocre or bad?” And every time you start a new gaming session, try to fix one of the things that have been going wrong and hold on to one of the things that went well (if you manage more, that’s even better, of course). Eventually you’ll get the hang of what went right and what went wrong.
2 – Don’t Say Things Just To Impress Her
A good player can spot bullshit a mile away. When you try to feed her stuff that is not really you, you’ll get made. Of course, as a Game Master, you will have to create NPCs and tell stories. But try to be something you’re not cut for and you’ll end up with the players rolling their eyes. If you can’t create great action scenes, settle on creating good ones, but make the social interaction great. If you have problems running games with huge complicated conspiracies, run games that don’t have them. And if you decide to make a scene that seems really cool, make sure both you and the players have emotional investment to it so that you’re not just running it to impress everyone while your heart is not in it.
Also, know your shit. The more things you need to pull out out your ass, the more your authority ends up under inspection. If you are playing with a new system, try to know most of it beforehand. And if you don’t know something, say “I’m not 100% sure about this, but is it okay with all of us if we use a variant of this rule here,” at least you’re being honest. And honesty can be a great thing when you’re getting called on doing things differently than the rulebook said.
1 – The Best Way To Get Over a Bad Lay Is To Have Ten Great Ones
And when everything went to hell, and half of the players aren’t talking to you anymore after you tried some experimental Norwegian artsy things they didn’t like, the best way to get back on the horse is to get back on the horse. Play something light everyone likes, don’t try too much. Roll AD&D characters and play a scenario you found on the internet while laughing together at how bad it is. The best way to get over a bad game is to ignore all the fancy things, all the roleplaying game theory you know, and just to hang out with your friends. And roll some dice.
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Tags: game mastering, rpgs, seduction, social, tips






