Role-playing Rants: Don't reinvent the wheel. Just don't. Please

And now for something completely different. I've decided to talk about an issue that is very commong in RPG's - reinventing the wheel.

Every Gamemaster out there knows that familiar feeling of euphoria after successfuly running their very first game. You suddendly realize that memorizing all the details, the drawing of maps, memorizing every detail about various NPC's - that it was all worth your effort. Then comes the inevitable idea of making your own adventure, or even camapign! After all if you've ran your first module without breaking a sweat, then it shouldn't be that hard to make one of your own, right?

It sure is

Generally yeah, it's true. However there is a one, very distinctive trap, that most new GM's (myself included) usually fall to. I call it the reinvention of the wheel and it can really put a dent on your gamemastering for a very long time, if not forever.

So let's say that you've discovered a brand new game system, fell in love with its rules and background but think that maybe there is a way to improve some things. Those Red Dragons could really use a few additional wounds and that magic lore is way too tight with its casting rules. Maybe add some more combat actions, just to spice up the game a bit? Or why not grant every single crossbow an additional D3 damage? I mean, it won't hurt the game in any way, right?

Wrong. Very, very wrong. Usually at least. You see, messin' with the set of your play is all fine and well, but only as far as you know what you're doing. Change too much and your whole game desintegrates faster than a sand castle during a hurricane. First of all, you should always ask yourself: "why do I want to change the rule X?". Why indeed? Do you think it will improve the overall quality of the game? If yes, then another question should follow: "but what if that change brings some unfortunate consequences later in the future?". If you're willing to dabble in the already established rules, made by people who are (no offence) probably better at writing them then you are, hell, who are PAID to write them so that they will work, then you should really consider what are you doing in the first place. Even if for the sake of your epic and oh-so-original-one-in-a-million campaign, you want all your monsters to deal additional 3D10 damage per hit for the sake of epicness (god, I hate that word), then stop. Put your head around it all. Inhale, exhale, think again. If, for some reason, your are convinced that it might work... then go to one of many online RPG forums and post your ideas there, see what others might think about them. Many GM's, both fresh and experienced, make the obvious mistake of thinking that they know exactly what their players want, because fuck you, they are GM's and they know best.

That's of course a load shit.

This fine blog's SFW dear readers

Seriously, if you have such an attitude then don't be a GM, like ever. You are simply not fit to be one. Being a good GM (because why would you like to be a shitty one?) isn't about pursuing your own masturbation fantasies about that one adventure where Aragorn meets Judge Dredd and they fall into all sorts of shenanigans, and it will be awesome, and what not. No, it's about providing your party with a game, where A) they play the main role and B) that is decent and well made. If you're thinking why I consider putting players before a good game, it's because every RPG is only as good, as the people who are playing it. You may run a campaign that has a few plot holes here and there, but if your crew is decent and tight, then it won't matter in the long run. Play God however, and one that "always knows best what's good for his subjects", and you're in a for a dissapointing experience, but what's worse, so are your players. I was always in opinion that in any tabletop role play, GM should be the one doing a kind of public service, if I may use such term. When one puts on a GM hat (like I always do, since I'm a Forever GM at heart), he must know what kind of shit he gets himself into and accept it, without presumption that "at least I'll do it my way, and if someone dosen't like it, then they can fuck the right off".

If you're that kind of person, then you might as well stamp this on your forehead  and call it a day

Such attitude is a sure sign that you should NOT and I repeat SHOULD NOT be a Gamemaster and may in fact prove your complete and utter douchebaggery. It's a sacrifice. Sacrifice of your time, your energy, your evenings and sometimes your good mood, when once again some of your players won't show up, or try to force you to acknowledge their ridiculous idea about transporting a full suit of plate armour through a lake with only a few strands of rope. Tough shit mate, it happens. If you've decided to lead this band of misfits and provide a weekly dose of entertainment for them, then you should do it with dignity and selflesness. If you expect some huge reward in return in form of general admiration, back slapping and being able to pass any retarded idea that currently occupies your mind, just pass. Let it go, find someone else to be a leader. The only reward a good Gamemaster might expect is the look of satisfaction on his players faces and maybe a few nice words of a job well done. What he should not expect however is the appreciation of being part in his little private drama about Brock Stonefist, the awesome half-daemon, half-man from the ninth circle of the Abyss.

Pictured: a right kind of Brok Stonefist (model by Tom Sawyer)

Leave Brock at home, or even better don't waste your effort on creating a shitty, one-dimensional character who's only there to show others what an awesome dude you are. The same thing applies to Aragorn-Dredd fanfiction. Because that's what ideas like these are. A fanfiction, and a shitty one at that. So keep the fuck away from them, or you'll end up being the only one who participates in them.

Don't be THAT GM and don't reinvent the wheel, it's not worth it. Trust me. Just be a GM and reap the fruits of a good game that brought smiles and a sense of satisfaction, both to your players and yourself. That's all there is to it.

Nothing good can come out of it

Until next time (with Archaon this time)

Xathrodox86

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