*Thanks for watching!* Let us know your thoughts on the two key principles that make a great GM by commenting down below! Pre-order your copy of The Practical Guide to Becoming a Great GM now and get all of these concepts and a lot more at your fingertips! Take a look here: bit.ly/3EDNbmK Find each chapter of the video easily by clicking on the timestamps in the description.
Limitations are fun! Too many choices equals too many variables which leads to decision paralysis. Limitations create creative thinking which results in a better shared story.
Daaaamn, I've been watching your old videos. I click on this one and I notice: First, your moustache looks amazing now. Second: seemingly, now this is a cooking show. What a change!
As a musician, my favorite piece of advice to give people for writing music is that "limitation breeds creativity". Its such a good phrase to live by in doing anything creative. I never thought to use expectations as a creative driver though. I learn something new every time I watch your videos. Side note, I actually really like this format for your videos. I feel like its really focused how I watch your channel. Keep up the awesome work!
yes this is so true. try writing a whole song using only one chord, or harmonize in tritones, or even just have a time limit. it makes you think differently and gives you ideas you can use in your other music
How does that apply to musicians? Except for improvisation, I don't see when you use constraints. Did you mean songwriter? But yes, I agree with what you're saying. If you ask an artist to draw, let's say a magic potion. He/She will probably draw some preconceived form of a magic potion. He needs to add a twist to it, to make it interesting (sometimes a basic thing will be effective, but we're aiming for something creative). Only after many iterations, a creative design will come up.
@@vinniemidence4275 he did say for writing music. also if you are a musician who doesnt write music i would highly recommend giving it a try, it can improve your playing and improvisation a lot to come up with you own stuff
One thing I could contribute to this discussion is the idea that sometimes it might be interesting to stay away from limiting your choices, and instead make a lot of grandiose choices and then try to stick them all together, even if it is a challenge to do so. Every once in a while, throw these tangentially connected scenarios at your players to keep them on their toes, and to change up your approach. It's not something that I have tried, but it occurs to me that sometimes more is more. In addition, this week's video reminds me of the game "Microscope", where players take turns adding plot elements, first zooming out to the big picture, then as elements are added, defining constraints and related events to flesh out the game you want to play. The one session I played of Microscope I had a lot of fun, as it makes you stretch your imagination while you play off of what other players have contributed.
After years as a player and the last two as a viewer I've finally started my first game as GM. (Cyberpunk Red talk about into the fire, damn) And this video especially came along at just the right time. Doin' God's work round here, sir
I was talking with my daughter about this recently. One of D&D’s strengths from a PC generation perspective is the constraints baked into the game. If I tell a prospective player to make me a D&D character, outside of the mechanical concerns (stat generation method, level, etc), unless I’m doing something pretty different from the game’s “default” approach, I don’t necessarily need to tell that player *too* much more for them to successfully generate a character that will work in a D&D game. The game is designed for heroic fantasy, and its guardrails to getting away from that are pretty robust. Contrast that with Fate Core. It’s a lovely system, and I very much enjoy it, probably more than D&D from a game flow perspective. Its openness is a double edged sword, though. If I tell a player to make me a character for a Fate game, I haven’t actually told them anything useful. Is the game going to be heroic fantasy? American Civil War re-enactment? Sci-if? Modern era survival horror? There’s no constraints baked into the system.
I enjoy both short and long videos on DnD. The short ones are great, especially if they are targeted to answer a specific question or suggest solutions to a specific problem, because I can watch them during a short break from work or whatever. The longer ones are great to listen to in the background while I draw maps, paint miniatures, or the like. It's great when youtubers provide a balance of both options, so that when I find a youtuber I like I can follow them for a while and find good videos to watch whether I'm on a time-limit or not.
I trust no other GM on this platform other than this man, and yes it's because he has a British accent. All jokes aside I enjoy your videos very much, thank you.
This format is a great way to keep all your points organized. All your videos are great and helpful material, but this sequential format is incredibly helpful!
Really appreciating this series thank you Guy! I have been trying to be better at listening to player chatter cuz many times I've heard players make a guess at something and it wasn't what I was thinking but I liked it better so I went with it! I love this balancing act between constraint and expectation such a great way to describe it! -Dan
This is a lesson I'm working on now. Too many options can paralyze me and my players. I find that presenting them with just two or three possible adventures is far better than listing 27 all at once. Makes it easier on them and me too. And yes, I am enjoying the new series for this year! It's been a treat seeing how the channel has evolved over the years and I feel like it is heading in an exciting direction. Can't wait to see where we are in another year! Oh, and if you're not supporting on Patreon, I highly suggest it. There is so much more content available and it's fantastic!
I never thought of it that way, thanks for sharing these concepts. Naming things helps to work and deal with them, so you are doing a lot of people a great service with this video. Looking forward to the finished book of yours!
Always enjoy these videos, as it gives me a new way to approach the 'same old problem' of making the game feel alive and fresh each time the party gets together.
This is such a great series! I feel like I’m learning a lot in each video. Balancing constraints and player expectations is tricky but I believe that it will get better as I continue to improve as a GM/DM.
There really is a false narrative in writing circles, both inside and outside of TTRPGs that constraints are bad, that they 'limit the artist'. But I have always found that constraints actually forced me to be more creative than just making up whatever. For a story I'm writing, I'd gone through a bunch of drafts, and they all eventually kept falling flat, UNTIL I set down some rules. My first rule was: "No orphan heroes", followed quickly by "No chosen ones", two points I felt have gotten incredibly overused in the last bit across fantasy. This forced me to a more grounded fantasy story, one in which all of my protag's abilities have to be explained through something. Then I got the idea for another rule, the "no 'whirling scimitars' rule". Essentially, it becomes too easy to just grant your hero some insane degree of ability with their weapons of choice that let them fully break physics, and make numbers a non-issue. This reformatted how I wrote combat, and I started properly training with swords and other weapons, if only just to better understand what I was having my characters doing. I also put down two rules concerning magic, the first of which was "Magic has to essentially work". In so many fantasy stories, the magic pretty much always goes wrong, or otherwise makes the situation worse than if the caster had just done physically done thing. That's silly, I mean, if EVERY single time you tried to start your car, a wheel came off of it, you'd stop trying to drive the car. The second rule of magic was, "It is powerful, but time-consuming and requires study." Yeah sure, having the 'supremely talented natural' can be fun, but the problem steadily becomes the issue of 'why not just use magic for everything?'. I settled on a system by which there are two forms of magic: Invocation, and Evocation. Invocation calls upon an outside force to channel the magic for you, but, due to the nature of invoking someone or something else, it takes longer, but it will do the effect. Evocation is Evoking from within, using yourself as the channel for the power. While it is faster, and in ways more powerful, it's also dangerous, as mortal bodies aren't truly able to channel magic safely. Essentially, it's like a radiation, and using too much can warp or kill you if you use too much. This kept the bigger fantasy magic problems away, and introduced constraints that the characters themselves would have to deal with. Having hard constraints has been a massive boon to my writing, and my GMing. I stopped fudging dice rolls: Rolls became more tense for myself AND the party, because they know I'm not pulling my punches. My NPCs/monsters fight to the best of THEIR abilities, so bandits are going to try to ambush you, hobgoblins are going to take full advantage of their martial advantage, and the goblins are going to be sneaky little hit and fade fighters. Result? The players got better at combat, while also getting more immersed in the action.
Such a simple concept, yet so much can be derived from it! Thank you, Guy! You're an inspiring teacher when it comes to the fundamentals of game design and GMing!
I didn’t get it.... This is the best RPG channel I found so far! Everything here is super duper useful! ...except... this video's topic I didn’t understand. Surely constrains are there, but why should I pay so much attention to them?
Great video. I think you have taken expectations to a further topic which would be Connections and Consequences. The blacksmith goes spelunking and the Connection is the goblins. I am a firm believer in Connections in creativity , there are no new ideas just putting old ideas together in new ways.
I watch/listen to most of the videos on a network that disables the comments. Unfortunately, that means I don't comment as much as I would like to. By the way, that cucumber and tea recipe is great.
There's a naturally occurring phenomenon where a liquid can briefly flow uphill, actually. It's called a hydraulic jump, and it occurs when a supercritical flow transitions into a subcritical one. Or in plainer English, when a flow is so fast that it goes out of control and collapses into a slower, deeper one. Couldn't tell you if a viscous liquid like lava could get that fast, but I thought it might be an amusing tidbit.
I wish I were as good at pulling character ideas out of my ass as you are. On a good day I can come up with a few, but doing it mid session, and mid sentence takes a well timed stroke of luck for me. A lot to consider from this episode, love all your hard work
Shoe horses? That would be the farrier ... down by the stables. Blacksmith: horseshoes, nippers, pullers, cut nails, hoof pick, curved hoof knife and farrier 's rasp. Yep, it's possible the blacksmith doubles as a farrier, and even as a silversmith and jeweler. The wealthiest of Lords at the capital would pay handsomely for such a skilled artisan. Too bad the blacksmith likes to live in a quiet hamlet out in the countryside.
11:50 Guy reaches the disconnect between himself (a very experienced GM) and a new gm who may not have the capacity to listen to the party and brainstorm at the same time (especially if there's something like some neurospicy adhd in there).
Hey Guy. I popped by to check in, cause I usually like your thoughts and musings. However, though I know you got to live, a RUclips add every five minutes is too much. I will not be finishing this video, sorry.
I don't think a black-smith knowing a thing or two about gems would be too unreasonable. Gem-encrusted swords and daggers and other types of ornamental inlays were somewhat common in fancy pieces for weathy patrons. .
*Thanks for watching!* Let us know your thoughts on the two key principles that make a great GM by commenting down below!
Pre-order your copy of The Practical Guide to Becoming a Great GM now and get all of these concepts and a lot more at your fingertips!
Take a look here: bit.ly/3EDNbmK
Find each chapter of the video easily by clicking on the timestamps in the description.
Good points Guy! I don't remember who said it but one of my mottos for any creative endeavor is "art begins with a taking away."
Limitations are fun! Too many choices equals too many variables which leads to decision paralysis. Limitations create creative thinking which results in a better shared story.
Ably explained.
Daaaamn, I've been watching your old videos. I click on this one and I notice: First, your moustache looks amazing now. Second: seemingly, now this is a cooking show. What a change!
As a musician, my favorite piece of advice to give people for writing music is that "limitation breeds creativity". Its such a good phrase to live by in doing anything creative. I never thought to use expectations as a creative driver though. I learn something new every time I watch your videos.
Side note, I actually really like this format for your videos. I feel like its really focused how I watch your channel. Keep up the awesome work!
yes this is so true. try writing a whole song using only one chord, or harmonize in tritones, or even just have a time limit. it makes you think differently and gives you ideas you can use in your other music
How does that apply to musicians? Except for improvisation, I don't see when you use constraints. Did you mean songwriter?
But yes, I agree with what you're saying. If you ask an artist to draw, let's say a magic potion. He/She will probably draw some preconceived form of a magic potion. He needs to add a twist to it, to make it interesting (sometimes a basic thing will be effective, but we're aiming for something creative). Only after many iterations, a creative design will come up.
I think songwriter would definitely have been a better word to use. Not all musicians write. But its a cool concept none the less.
True, true. Thank you for the answer
@@vinniemidence4275 he did say for writing music. also if you are a musician who doesnt write music i would highly recommend giving it a try, it can improve your playing and improvisation a lot to come up with you own stuff
“Limitless potential is the enemy of art” -orson wells
I've been DMing for years and I still come back all the time to learn new perspectives to improve myself. Great video Guy
One thing I could contribute to this discussion is the idea that sometimes it might be interesting to stay away from limiting your choices, and instead make a lot of grandiose choices and then try to stick them all together, even if it is a challenge to do so. Every once in a while, throw these tangentially connected scenarios at your players to keep them on their toes, and to change up your approach. It's not something that I have tried, but it occurs to me that sometimes more is more. In addition, this week's video reminds me of the game "Microscope", where players take turns adding plot elements, first zooming out to the big picture, then as elements are added, defining constraints and related events to flesh out the game you want to play. The one session I played of Microscope I had a lot of fun, as it makes you stretch your imagination while you play off of what other players have contributed.
Good points
I like how you start with “having fun”. That is the key I think
Constraints are good
After years as a player and the last two as a viewer I've finally started my first game as GM. (Cyberpunk Red talk about into the fire, damn) And this video especially came along at just the right time. Doin' God's work round here, sir
I was talking with my daughter about this recently. One of D&D’s strengths from a PC generation perspective is the constraints baked into the game. If I tell a prospective player to make me a D&D character, outside of the mechanical concerns (stat generation method, level, etc), unless I’m doing something pretty different from the game’s “default” approach, I don’t necessarily need to tell that player *too* much more for them to successfully generate a character that will work in a D&D game. The game is designed for heroic fantasy, and its guardrails to getting away from that are pretty robust.
Contrast that with Fate Core. It’s a lovely system, and I very much enjoy it, probably more than D&D from a game flow perspective. Its openness is a double edged sword, though. If I tell a player to make me a character for a Fate game, I haven’t actually told them anything useful. Is the game going to be heroic fantasy? American Civil War re-enactment? Sci-if? Modern era survival horror? There’s no constraints baked into the system.
I enjoy both short and long videos on DnD. The short ones are great, especially if they are targeted to answer a specific question or suggest solutions to a specific problem, because I can watch them during a short break from work or whatever. The longer ones are great to listen to in the background while I draw maps, paint miniatures, or the like. It's great when youtubers provide a balance of both options, so that when I find a youtuber I like I can follow them for a while and find good videos to watch whether I'm on a time-limit or not.
I'm watching the hole playlist and every video gives me some new Stuff to condiser in my gm'ing. Really appreciate what you are doing!
I love constraints! That shows you how creative you can be within parameters.
I trust no other GM on this platform other than this man, and yes it's because he has a British accent. All jokes aside I enjoy your videos very much, thank you.
New to DMing and this is making my campaign so much more fun and easier to run
This format is a great way to keep all your points organized. All your videos are great and helpful material, but this sequential format is incredibly helpful!
Really appreciating this series thank you Guy! I have been trying to be better at listening to player chatter cuz many times I've heard players make a guess at something and it wasn't what I was thinking but I liked it better so I went with it! I love this balancing act between constraint and expectation such a great way to describe it!
-Dan
This is a lesson I'm working on now. Too many options can paralyze me and my players. I find that presenting them with just two or three possible adventures is far better than listing 27 all at once. Makes it easier on them and me too. And yes, I am enjoying the new series for this year! It's been a treat seeing how the channel has evolved over the years and I feel like it is heading in an exciting direction. Can't wait to see where we are in another year! Oh, and if you're not supporting on Patreon, I highly suggest it. There is so much more content available and it's fantastic!
this is my favourite series you have done on the channel, keep it going!
I never thought of it that way, thanks for sharing these concepts. Naming things helps to work and deal with them, so you are doing a lot of people a great service with this video. Looking forward to the finished book of yours!
Your blacksmith example helped me think about how I can start to think on the fly. Thank you.
Always enjoy these videos, as it gives me a new way to approach the 'same old problem' of making the game feel alive and fresh each time the party gets together.
This is such a great series! I feel like I’m learning a lot in each video. Balancing constraints and player expectations is tricky but I believe that it will get better as I continue to improve as a GM/DM.
Hello, i stumbled upon you while frantically looking for DM help. It has since been two weeks, and I'm loving the content that you put out!
"thinking about something you were reading.."
my brain: "on the toilet!"
guy: "on the train"
my brain: "oh yeah, that's good too"
There really is a false narrative in writing circles, both inside and outside of TTRPGs that constraints are bad, that they 'limit the artist'. But I have always found that constraints actually forced me to be more creative than just making up whatever.
For a story I'm writing, I'd gone through a bunch of drafts, and they all eventually kept falling flat, UNTIL I set down some rules. My first rule was: "No orphan heroes", followed quickly by "No chosen ones", two points I felt have gotten incredibly overused in the last bit across fantasy. This forced me to a more grounded fantasy story, one in which all of my protag's abilities have to be explained through something.
Then I got the idea for another rule, the "no 'whirling scimitars' rule". Essentially, it becomes too easy to just grant your hero some insane degree of ability with their weapons of choice that let them fully break physics, and make numbers a non-issue. This reformatted how I wrote combat, and I started properly training with swords and other weapons, if only just to better understand what I was having my characters doing.
I also put down two rules concerning magic, the first of which was "Magic has to essentially work". In so many fantasy stories, the magic pretty much always goes wrong, or otherwise makes the situation worse than if the caster had just done physically done thing. That's silly, I mean, if EVERY single time you tried to start your car, a wheel came off of it, you'd stop trying to drive the car. The second rule of magic was, "It is powerful, but time-consuming and requires study." Yeah sure, having the 'supremely talented natural' can be fun, but the problem steadily becomes the issue of 'why not just use magic for everything?'. I settled on a system by which there are two forms of magic: Invocation, and Evocation. Invocation calls upon an outside force to channel the magic for you, but, due to the nature of invoking someone or something else, it takes longer, but it will do the effect. Evocation is Evoking from within, using yourself as the channel for the power. While it is faster, and in ways more powerful, it's also dangerous, as mortal bodies aren't truly able to channel magic safely. Essentially, it's like a radiation, and using too much can warp or kill you if you use too much. This kept the bigger fantasy magic problems away, and introduced constraints that the characters themselves would have to deal with.
Having hard constraints has been a massive boon to my writing, and my GMing. I stopped fudging dice rolls: Rolls became more tense for myself AND the party, because they know I'm not pulling my punches. My NPCs/monsters fight to the best of THEIR abilities, so bandits are going to try to ambush you, hobgoblins are going to take full advantage of their martial advantage, and the goblins are going to be sneaky little hit and fade fighters. Result? The players got better at combat, while also getting more immersed in the action.
Such a simple concept, yet so much can be derived from it! Thank you, Guy! You're an inspiring teacher when it comes to the fundamentals of game design and GMing!
The happiest of video DM advice channels! 👍
I didn’t get it.... This is the best RPG channel I found so far! Everything here is super duper useful! ...except... this video's topic I didn’t understand. Surely constrains are there, but why should I pay so much attention to them?
Probably my favorite video you have made
Great video. I think you have taken expectations to a further topic which would be Connections and Consequences. The blacksmith goes
spelunking and the Connection is the goblins. I am a firm believer in Connections in creativity , there are no new ideas just putting old ideas together in new ways.
Hey Guy, looks like you've been losing weight. Assuming it's being done in a healthy/safe way, I applaud you!
Was gonna say the same thing! And with the new beard style he’s starting to morph into Cody Bonds… :O
The most unexpected introduction I have ever experienced to a youtube video. I couldn't stop laughing. Cheers!
Another great video Guy. Thank you kindly.
As always, great advice. I use alot of what you teach iny games. Thanks. Can't wait for your book to arrive.
This is easy advice because I always roleplay with handcuffs on.
I watch/listen to most of the videos on a network that disables the comments. Unfortunately, that means I don't comment as much as I would like to. By the way, that cucumber and tea recipe is great.
Loving the Kaiser moustache
Thank you. I did enjoy this session.
Thank you for this helpful and informative video series!
There's a naturally occurring phenomenon where a liquid can briefly flow uphill, actually. It's called a hydraulic jump, and it occurs when a supercritical flow transitions into a subcritical one. Or in plainer English, when a flow is so fast that it goes out of control and collapses into a slower, deeper one. Couldn't tell you if a viscous liquid like lava could get that fast, but I thought it might be an amusing tidbit.
this series is nice. ty for making it
love the stash
I wish I were as good at pulling character ideas out of my ass as you are. On a good day I can come up with a few, but doing it mid session, and mid sentence takes a well timed stroke of luck for me. A lot to consider from this episode, love all your hard work
I once knew a fellow with "restraints" tattooed on him, but I didn't ask if he played TTRPGs. Oh wait, constraints. Close enough?
got a video on how to deal with attendance issues?
3:59 Watch Me!...
Here I am trying to GM a dark horror and he just wishes the happiest of gaming...
that is a devilishly dapper mustache
Never expected to be this early to the video, must restrain myself from saying first!
Oh it's soooo tempting
Another great video
This was awfully theoretical for a practical guide to be honest. Still, a valid opinion.
So the message in nutshell is: think logically and listen your players -- you get more good ideas for your game.
Good topic!
The game system is part of the narrative
I NEED the recipe for that sandwich.
You look spectacular!
Hey! Where's the recipe? :D
I too am waiting for the cucumber sandwich recipe. I rather enjoy them.
But I WANT to hear how to make the best cucumber sandwich! Your British accent means you definitely know a thing or two about them.
There goes guy having the same mustache as my current PC xD
Is this book really 250 bucks on amazon? Is this a mistake?
Shoe horses? That would be the farrier ... down by the stables. Blacksmith: horseshoes, nippers, pullers, cut nails, hoof pick, curved hoof knife and farrier 's rasp. Yep, it's possible the blacksmith doubles as a farrier, and even as a silversmith and jeweler. The wealthiest of Lords at the capital would pay handsomely for such a skilled artisan. Too bad the blacksmith likes to live in a quiet hamlet out in the countryside.
11:50 Guy reaches the disconnect between himself (a very experienced GM) and a new gm who may not have the capacity to listen to the party and brainstorm at the same time (especially if there's something like some neurospicy adhd in there).
mmmm crayfish. Darn. You were just kidding lol.
Hey Guy.
I popped by to check in, cause I usually like your thoughts and musings.
However, though I know you got to live, a RUclips add every five minutes is too much. I will not be finishing this video, sorry.
☮
The moustache is developing a villainous character.
Cha'alt!
Hehe I was like 69
Top tier video mate💙
Hobbies can lead to other adventures. Gemcutter hobby? Here ... stolen gems...
Sounds like session zero allover again.
I don't think a black-smith knowing a thing or two about gems would be too unreasonable.
Gem-encrusted swords and daggers and other types of ornamental inlays were somewhat common in fancy pieces for weathy patrons. .
Jim hides in the cave because the blacksmith likes to cut Jims as a hobby. What a cruel blacksmith, but to each his own.
Hmm. I don’t think a lot of DMs struggle with this. I don’t really see anything to learn from here, but maybe it’s just me?
I think maybe saying " working within borders/limits of a certain idea" is better than "constraints", seems like too negative of a word.