Referee

Referee Home

Referee Guidelines

Requesting a New Realm

Useful Tools for GMs

The Cambots

Editing Logs

Useful Puppets for NPCs

Finding Players

GMing FAQ

Gaming by Assertion

Hero Stuff

Builder Stuff

Reality Fault

Home

Player

Character

Referee

Programmer

Administrator

Operations


Search RealityFault:

General Info

Glossary

Realms

Events

Credits

Help Files

Help Files (old)


Reality Fault

Care and Feeding of Your Co-GM

This page is to help any GMs who are trying out a partner/assistant for the first time. You'll find here some advice as to what use co-GMs are, as well as how to keep them happy, rather than feeling unwanted, overworked, or under-appreciated. Also, perhaps the following will alleviate some of the common misconceptions we've heard about co-GMs.

What is a co-GM?

First and foremost, the co-GM is NOT automatically an equal partner to the original game-master, nor are they a challenge to your supremacy as GM. True, equal partners is certainly a feasible way (amongst many) to handle the GM / co-GM relationship. However, we find it easier to think of a co-GM as more of an assistant, not someone telling you how to run your game.

A co-GM is there so when you're actually running your game they can look up necessary information for you, or keep typing in crowd reactions while you're giving character-specific reactions, or other similar situations. Smart people graciously accept help when they need it, and often GMs are swamped in-game with things that need doing. Co-GMs help lift some of that workload from the GM's shoulders. This is, after all, what teamwork is for -- mutual assistance and support.

The co-GM as sounding-board

One of the most helpful and useful jobs we've seen co-GMs do is be someone for the GM to bounce story concepts and suggestions off of, and to get interesting new ideas from. This alone has helped more than one game in our experience. Indeed, there are several co-GMs we know of that do only this for their GM, thereby enriching the games they're associated with.

In this case, as in every one that follows, co-GMs allow the GM to think and plan ahead for their game. In fact, we cannot emphasize enough how important it is, as a good GM, to plan ahead. The only other thing that comes anywhere close, in importance, is good communication with your co-GM. You may believe you can "wing it," but unfortunately our experience demonstrates it's not really a viable style of GMing for any length of time, for good players.

The co-GM as researcher

What other things can an assistant/co-GM do for you, the GM? They're most useful to free you up, while running, from the "bookkeeping" aspects of the gaming. With a co-GM you don't have to waste any of your rare scheduled gaming time in looking things up. While you keep the players busy with the story line, let your co-GM do any rules checking, log spelunking, or data retrieval that you need off the cuff.

Co-GMs can also allow you to not split your attention between NPCs quite so much. For example, if you have an important NPC that travels with the party, the co-GM can run that character -- or alternatively, you can run that NPC while the co-GM runs random NPC crowds. Granted, this use of the co-GM does necessitate a greater degree of autonomy for your assistant, and you should plan this out carefully together ahead of time, but that doesn't have to cause any problems with plot or character if you and your co-GM communicate well and discuss options and plans beforehand. Use paging freely to be sure you're both up-to-date on what's going on.

The co-GM as "roadie"

It's a truism that GMs want to keep their party from splitting up, if possible, in face-to-face games. Considering how much more time on-line game takes, due to typing times, this is even more the case. However, despite your best efforts, sometimes the plot itself, or your PCs, will necessitate the party splitting into two or more groups. This can be a real bother, as you can't split your attention accordingly -- you always end up with one or more players sitting with nothing to do while they wait for their turn to play again.

However, this is a perfect opportunity for a co-GM to help you keep things rolling for everyone in the game, and not leave one or more players alone and bored. For example, while you take the rogue aside and run the small side adventure for her, your co-GM can keep the rest of the party traveling down the road.

Doing this will require good communication, of course. Again, you'll want to use page freely, and if necessary, tell your players you're giving them a five minute snack break, so that you and the co-GM can discuss things. Also, if your players are paging either of you, make sure they page both of you at once -- this is vital to keep everyone up to date on what's going on.

Partnership or hierarchy?

Most important is to remember the game and associated ideas are not a statement of your (or the co-GM's) personal worth. A GM and co-GM work well together when both understand there's nothing to be jealous about in regards to the game. You're not competing. You're working together. If there's a disagreement, settle it equitably -- a good GM will listen thoughtfully to their co-GM, and a good co-GM will understand that the GM has final veto in their own game. Think of the GM as the story lead, and the co-GM as indispensable assistant who makes things roll smoothly, and remember -- the biggest key to success is good, clear, honest communication.

With practice and good communication, you may find that you and your co-GM function well as partners, both contributing significantly to the plot and character development, in different areas of the game. Indeed, if you're both really on the same wavelength concerning the game, you can end up swapping NPCs back and forth mid-game -- even, sometimes, in mid-speech.

How do I get one?

Finding a good, mutually supportive co-GM will take some thought, of course. First, figure out precisely what job(s) you need help with. Do you want just a story sounding board? Do you only want someone to look things up for you while you run the game? Or do you want a GMing partner who can run the game for you, on days you can't make it; or are you more in need of someone to run an NPC, who'll make sure your game clues and hints get to the PC group?

Second, make a list of folks you can talk comfortably and easily with. Keep in mind that not all of them may be able to do the job you want, of course, while others may be willing to trade co-GMing for you, with your co-GMing for them. Also remember this list should be a growing thing, as it may take you a while to find the right combination of skills, time, personal discipline, and willingness to play.

Finally... ask them all, one at a time, if they're interested. Don't let yourself get discouraged -- co-GMing takes patience, imagination, self-confidence, and a lack of a need to prove anything in the game. Some folks wisely know they shouldn't try it... don't pressure them. Just thank them politely for their time, and try the next person on your list.

Co-GMing for fun

Speaking from personal experience, this can be a very satisfying way to participate in a game. Indeed, a GM in one game can be a truly indispensable co-GM for someone else's game, and it's a nice way to "give back" to the gaming community we're trying to create here on Reality Fault. Keep in mind, your relationship with your co-GM is something that will be unique to the two of you -- the personalities and intentions involved will determine which style works best for you.

And finally, quite possibly the nicest thing you can do for your co-GM is to be sure you really listen to them, and thank them sincerely for their efforts on your behalf. It's always nice to be appreciated... and if it's not fun... why are you doing it? :-)


Back to the GMing FAQ page.




Last modified: 2002-Mar-17 18:06:01

All material on this site is
Copyright © 2001-2024 Reality Fault
unless specifically indicated on each document.
All Rights Reserved.
Administrated by Reality Fault Webmaster