Being a Better Game Leader

Say Yes A Lot

When a player tries play an unusual combination of cards or throws in an unexpected idea, the Game Leader's first instinct should be to say yes. The player's interpretation of the cards and the game world is just as valid as the Game Leader's. It is also their character. If the player cannot shape the character's place in the world, what can they do?

The Game Leader should question the player's choice when it breaks the card's keywords, e.g. trying to use a Skill+ card without a Skill card. Or perhaps the choice would set a precedent that might cause problems later on, such as using Problem Solving as a technique for dodging melee attacks. Both may be appropriate in certain situations but the Game Leader should make the player justify it more fully.

Saying yes a lot (but not all the time) engages the players more fully. Players who know their ideas are going to be listened to will put more into the game. The bottom line is that most of the time players will only be seeking to use an extra card in an action. An extra 1d6 here or there rarely makes a difference but players who are being creative and involved in the game can have a massive impact on everyone's enjoyment.

Help the Players (Even if it is to Kill Your Monsters)

The Game Leader should always be offering help and advice to players on how to get more out of their cards and their character. This might be annoying when it enables the characters to easily defeat an enemy or overcome a carefully prepared challenge, but the rewards are worth it. Players who are learning to get the best out of their characters will enjoy the game more fully.

Be Open

Because of the nature of the 6d6 RPG, it is a game that should be played in an open style where everyone can see everyone's cards. This is very helpful for new players as the Game Leader and other players can spot mistakes or suggest better combinations of cards.

This also applies to the Game Leader. They should explain which cards the creatures are using, exactly as players do. Any unusual cards the monsters have should be read out so that the players know their capabilities. If the players wish to know what a monster currently has in their pool or how many life cards it has left, the Game Leader should tell them. This places the characters and the creatures on a level playing field, both fully aware of each other's capabilities.

Ask The Group

The Game Leader should never hesitate to ask the rest of the group's opinions about any situation or question about the rules. Having listened to the group, a good Game Leader should go with the majority opinion of the group.


DT, 2011/06/30 15:30

Chris - you might want to quickly check the second paragraph, that's the one we changed around quite a bit

Chris Tregenza, 2011/07/01 11:01


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open/mechanics/universal/beingabettergameleader.txt · Last modified: 2011/06/30 15:30 by darth_tigger
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The 6d6 RPG tabletop store is owned and operated by Chris Tregenza. Who also owns and runs Myomancy, a site about ADD / ADHD medication, Autism and Dyslexia Treatments and also site called Poosk. Chris also provides copy-writing, web design SEO advice to sites like Dingles' Games pathfinder rpg resources.