I keep reading over various internets communities, how being a GM is hard, how player are ungrateful spoiled kids, and how much GM struggles.
So which games have tools/mechanics to ease the GM job, and which are these.
For this discussion I would focus on the game itself, rather than on method used by groups.
Even though I feel like I know some answers, judging how active the community is at the moment, I try to open that thread and may-be a few others to keep the /c/ alive
With Hackmaster 5. The balance point of play is on health and equipment. This creates a long term dynamic instead of an encounter or “adventuring day” balancing act. Added with penetrating (exploding) dice and thresholds of pain (ToP) this makes even easy combats dangerous. So there is very little pressure on balancing a fight to make a challenge, every fight is dangerous. This is honestly the biggest flaw with GMing D&D 5e and PF2e, because there isn’t really a longterm balance point. And giving players a little extra healing (bonus action healing potions) or a night of sleep makes it much harder to challenge them without a TPK. Which is a consequence of the mechanics fighting logic in the game.
Thanks to Hackmaster’s longterm framework equipment can be very impactful on play encouraging exploration. And giving a powerful item doesn’t create a future problem for me. I can just roll for items and it’s fine. I also don’t worry about mixed level parties, weak characters or broken abilities.
Hackmaster Monsters are well designed with lots of supporting information that help inform my choices and provide easy answers. Stuff like sleep cycles and spell components are clearly listed.
For WFRP and CoC, the d100 universal resolution system and simplicity of rules makes it very easy to arbitrate. Effectively there are few rules questions.
Cthulhu also follows a particular flow of dread, terror, gore/horror that push the game forward. But it does typically work best with one shots.
I’ve found that the least inspiring behaviors of players, from my perspective as a DM, are when they hack and slash in combat. Whether it’s built into the system, or you brew it on, giving players free skill checks alongside (rather than instead of) their normal combat turns can make things significantly more engaging and rewarding (for both them and the DM).
Tangent: It’s kind of a peeve of mine when like part of the group is doing standard RAW D&D move 30’ and attack, and part of the group is doing like “can i make an acrobatics check to run on the wall, then athletics to jump next to the orc, and a perception check so i know which of his hands is likely to be dominant, and then stab him in that hand???”
I’m usually in the first group, and I’m annoyed that Bob is over there spending thrice as long. Just say you cast firebolt and let’s keep this going, bob. If you want to play a game that has rules for engaging with the scene, I’d love to play Fate. I’d even try Exalted.
I sincerely do not know how you people can meadure space and time in your games. Like what the fuck is 30 feet? What are 6 seconds really? it sounds lile a shit quantity, but is it enough to flourish something? How long is 30 feet? Do I really need measurements and rulers or squaremaps to have fun? Especially as a non american, it baffles me
I keep this page book marked because it has convenient photos for how far away things are: https://www.prisonpolicy.org/zones/thousand_feet.html
The content is worth reading, too.
@h3rm17 only use those bits if they make sense to you and your group, otherwise just guess. So many indie games nowadays have a variation on abstracted relative distances to explain how long it takes you to get somewhere or how hard a target is to hit, like hand/close/near/far
Will try this as well! Maybe move to abstract units will be better for us
Problem with visualizong time and measures, I think, more than that. Like I know what 6 seconds is, but what is really enough for? How useful are 6 seconds? 1 minute? Same with distance, how far it feels to do what?