GM Preparation Principles

A Convention GM's Self Checklist

By Pete Panzeri

SOME people are a NATURAL at running a "zippy-game!" and, well, some just want to look at "toys sitting on a table." I must laud the former and yawn the latter. At my first HMGS Convention (oh, umpteen years ago) Jim Birdseye's "Long Knives" game was full, and a scheduled game "Major Dundee" was cancelled.

So, I decided to GM my first convention game, at my first Convention. I went and dug my 15mm Napoleonics and ACW figures from my car, borrowed some Indians from Jim Birdseye, threw a tan Hotel Table Cloth over some towels, threw in some rocks and sand from the parking lot, and "VIOLA!"

I ran a big multi-player "MAJOR DUNDEE vs. Maximillian French" game, compete with Apache warband. I used (or pretended to use) the ONLY rules I knew: " Rally-Round-the-Flag." I ended up running it THREE TIMES! (And I awarded a prize certificate provided by HMGS BoD member Mike Montemoreno and the dealers for my efforts!)

I didn't know it at the time, but all the key Principles and ingredients were there for me to have a successful game. Don't count on this to happen to you! I had everything QUICKLY prepared because I had just graduated then, from OCS and the Infantry School and knew the "troop leading procedures" well enough.

Setting up the scenario was as simple (simpler) as an Op-order or "FRAGO on the fly." (Why, even the terrain board is an old army Sand- Table technique!) My prior planning was spent in the field at Fort Benning. (Don't try this at home folks.) I still pretend to apply the following principles as best I can when running a Con GAME.

GM CHECK-LIST

Make Detailed PLANNING

Identify Realistic Goals and Objectives Establish a Time Schedule

Conduct PHYSICAL PREPARATION Notify all others involved Inspect all needed items 'Rehearse Extensively

Execute Vehemently Solicit In-put for Lessons Learned

Sound familiar anyone? This is based on troop leading procedures how we're supposed to plan/fight real battles, but often don't.)

Pete's 12 "ALWAYS RULES" for GM's

ALWAYS TAKE CHARGE! (If you're a pushover: go find a "Luca Brazzi" to be your assistant.)

ALWAYS Identify NATURAL LEADER Participants. (Enlist these as the Commanders who will help FACILITATE a FUN fast paced GAME.)

ALWAYS KEEP the Damn rules quick and simple! (Unless asking for players experienced in a specific set: WRG 7th etc.)

ALWAYS Master the Rules Fully! (Otherwise you'll embarrass yourself and Historical Gaming, turning off new gamers)

PLAY TEST! PLAY TEST! PLAY F#&@ing - TEST! (I've done Kelly's Hero's 75 times; Little Big Horn 30 times; Alamo 36. Get the point?)

ALWAYS get input from VETERAN GAMERS. (Rules/Scenario/setup/OB are all a system: You must work out bugs in YOUR system.)

ALWAYS Have ALL FIGURES Painted, Based and Command- Organized in advance. (It must be clear to each player what figures are his, who commands what, and how)

ALWAYS Have ALL TERRAIN well prepared and Pre-Packed. (Quick set-up/pick-up may be essential when a game goes overtime)

ALWAYS personally Hand EACH PLAYER his own tools. (SIMPLE Charts, Dice, Ruler, etc. and make him responsible for them)

ALWAYS minimize player tools and personally urge each to use them themselves.

ALWAYS Give EACH PLAYER his own Scenario DATA personally. (Verbally, or a BRIEF [5"x8" max size] Card w/ situation, Victory Conditions etc.)

Always! ALWAYS! ALWAYS Keep your sense of Humor!! (Make the main Objective of the game to have FUN. Period!)

** Note: Luca Brazzi was the Gorilla who "made" Don Corleoni the Godfather.

Pete's Dozen "NEVER RULES" for GM's"

NEVER GO TOO LONG! (KEEP it under 3-4 hours MAX! Regardless of Orgasms. Observe player body language.)

NEVER try to do TOO MUCH. (All of Leipzig looks good! But unless you are a real MASTER, it will suck.)

NEVER Register to run a game IF you DO NOT already have all the figures 100% prepared. (You won't have them ALL ready! Believe me! Go with what you got!)

NEVER "PRE-Teach" TOO MUCH, or cover the entire rules system. (Brief overview & no HISTORY before starting, use the 1st turn to demo all that)

NEVER Discourage "good natured" competiveness. (Fun-not-competition is a good rule, but don't rule-out competition's tun too.)

NEVER let your GAME MASTER Decision-making become "democratic." (Listening to input is one thing; bowing to the most vocal minority is disastrous.)

NEVER give your friends any bias over guests in a game. (Regardless of FUN, this is too obvious, will spoil it, and make you a new kind of friend.")

NEVER Let people mistreat your property. (Speak UP! Use Preventive warnings, confront careless ones with tactful "encouragement")

NEVER NEVER LEAVE your figures unattended. (Take security precautions: give X figures to each gamer to return when done.)

NEVER Tolerate INDIVIDUALS trying to spoil your event. ("Take them aside" and personally ask them to HELP YOU make the game more tun for all.)

NEVER get into an argument, nor get angry, nor TERMINATE your game. (Take individuals aside, be quick to apologize to the group, and control those tempers.)

NEVER NEVER **EVER** forget: It's just a game and you're just a self- appointed expert.

Please PLEASE NEVER forget: "It's just a game and I'm just a self- appointed expert." Make it a mantra: "It's just a game and I'm just a self- appointed expert."

AND FINALLY: I admit it. I have, at one time or another suffered HORRIBLE RESULTS from having broken ALL of these rules, except the last one. [it's just a game and you're just a self-appointed expert.] I've never taken myself too seriously, and neither should any of us. (Did I say: It's just a game and you're just a self- appointed expert? -- Well, it's true! please don't forget it.)


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