Playing God - Special Edition!
How to be a lazy God . . . er, I mean, GM!

Normally I advocate putting a lot of blood, sweat and tears into a role playing world/setting. However, that isn’t always possible. Since I had a terribly busy month and couldn’t think of an aspect of world creation to focus on, I decided it was time for a special edition, called "World Creation the Cheap and Dirty Way."

Every now and then you’ll be called on to run a game on short notice. The shortest notice I ever had was when I started gaming with my family. Upon getting to my parents’ house and learning that the pre-made adventure my Dad had downloaded required us to use those god-awful characters seen as examples throughout the D&D books (oops, this is coming dangerously close to a rant!), I said "Screw it, I’m GMing!". Luckily I had had the forethought to bring most of my notes with me, so the day was saved. Had we been playing a game other than D&D, though, I might have been in trouble.

In some cases, when you’re called on suddenly to GM, you can just use the pre-made worlds that come with the game. Rifts, D&D and Earthdawn (among others) all work for that. If you’re running a World of Darkness game, you can just set it in your home town (thinking about this, I came up with the idea for running a campaign set in Tucson this time of year . . . A group of Nephandi steal the rodeo animals to sacrifice them to dark demons . . . Can our heroes save the calf roping event??? It’s a good thing I don’t run WoD, I know). These options may be cheezy, but when your players only give you like a day or two to prepare, they can’t complain much.

However, if you’re playing a game that just gives you rules and no setting (ie, BESM), you’re screwed. How can you, a person who might even have a real life, whip up a setting in just a few days?

Time for cheezy rip-offs and lots of ad-libbing! Now, I really don’t advocate blatant rip-offs, especially not of often ripped-off cultures (Feudal Japan, Celtic cultures, and god forbid, Arthurian legends . . . guh!) or worlds created by known authors. Rather, I suggest choosing a culture that you admire, and working from there. Try to add your own twists if you have the time, or even meld cultures.

Next . . . Limit your players. If I have time to really work on a world, I’ll give my players a couple of countries to choose from as the setting for their game. However, when time is a premium, you don’t have time to fully develop 2 or 3 countries. Your best bet is to run a city campaign, and put all of your work into developing that city really well, and maybe a few outlying areas. If your players don’t like it, well, that’s too bad. They can GM next time.

Coming up with monsters for a game that doesn’t provide any is a pain in the butt. If you don’t have a lot of time, make the characters fight NPCs. Or don’t put any fighting in at all- though this isn’t my favorite option. I like action, and so do most players. If you feel like you have to provide monsters, go for the good ol’ traditional mythical monsters. I find that when I make up monsters on the spot, my players usually end up fighting some sort of giant rodent with either bright blue fur or green scales. If you’re running a serious game, giant lime-green reptohamsters aren’t going to fit in very well. A dragon or demon is probably more appropriate.

While you’re busy working on your setting, you may not have much time for a plot. There are two things you can do about this. The first one is to take all night helping everyone make characters and telling them all about the setting and arguing about what toppings to get on your pizza. Then you have until the next session to come up with a plot. The second, if the first one fails, is to make it up as you go along. This is actually my preferred method of GMing, because if I have a complex plot, some smartass always does something to mess it up.

There are a few things you can do to make ad-libbing easier on yourself. First, while you’re writing up your setting, write in a few conflicts that could come to a head just as the campaign starts, or make up some important people that could get assassinated or kidnapped. You can then tailor these ideas to fit what kind of characters your players end up making. A few other things you can do to make your life easier is to come up with some places of interest (taverns, brothels, guild headquarters, marketplaces, whatever tickles your fancy) that can occupy the characters and serve as places for them to gather information and seek help.

If you don’t know what story you’re going to be running, you can’t make up NPCs in advance. To save yourself the trouble of going "Uhhh . . . the guildmaster says his name is . . . uhm . . . Bob Smith", make a list of names appropriate for your setting and use them as needed. This can also serve to help your players choose appropriate names.

One last word of advice . . . If you DO choose to rip off a setting from a book or movie . . . make sure it’s one your players have never read or seen. They’ll never know the difference <evil grin>.

Disclaimer: AJ is still not an expert. Feel free to disregard her advice.


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Review Copyright © 2002 By AJ Reardon

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