GM Craft Techniques
Advanced storytelling techniques synthesized from actual-play productions (Critical Role, Dimension 20, The Adventure Zone), published GM guides (Dungeon World, FATE, Daggerheart), and community wisdom.
Handling Failure (Fail Forward)
When a player fails a roll, avoid dead ends. Use one of these techniques:
Succeed at a Cost
They achieve the goal but with complications:
- Lock picking: Door opens, but tools break or alarm triggers
- Persuasion: Noble agrees, but demands a favor in return
- Stealth: You slip past, but drop something important behind
Fail Forward
They don't succeed, but something moves the story:
- Persuasion fail: Noble refuses, but reveals useful information in anger
- Investigation fail: You find nothing, but the crime scene's owner returns
- Stealth fail: You're spotted, but you choose whether to run, fight, or bluff
When to Use Real Failures
Not every failure should be softened. Use hard failures when:
- Stakes were clearly communicated beforehand
- Failure creates interesting story (not dead ends)
- Success was already achieved "at a cost" recently
- The consequence is survivable and creates new choices
See examples/failure-handling.md for detailed before/after comparisons.
Giving Narrative Authority
Hand control to players at dramatic moments.
"How Do You Want To Do This?"
When a player lands a killing blow:
- Pause and ask: "How do you want to do this?"
- Let them describe their victory in their own words
- This rewards combat success with creative freedom
- Creates memorable moments players will recount
Extend the Principle
Offer narrative authority for:
- Critical successes on skill checks
- Dramatic character entrances
- Signature moves or abilities
- Meaningful character moments (reunions, farewells, revelations)
The Balance
GM describes the world's reaction; player describes their character's action.
- Player: "I spin and drive my blade through its heart"
- GM: "The creature shudders, its eyes going dark as it collapses"
NPC Creation (Motivation-First)
Before appearance, voice, or abilities, define: What does this NPC want?
The Core Question
NPCs with clear desires generate their own behavior:
- A merchant who wants to retire asks about the party's valuables
- A guard who wants excitement volunteers for dangerous missions
- A priest who wants validation offers advice even when unwanted
Secondary Elements
After motivation, add one distinctive marker:
- Verbal tic: "You understand?" / Always sighs before speaking / Never uses names
- Physical gesture: Drums fingers / Adjusts glasses / Looks over your shoulder
- Speech pattern: Overly formal / Unfinished sentences / Questions everything
Track Relationships
NPCs remember how players treated them:
- The merchant who was cheated grows hostile
- The guard who was bribed becomes a recurring contact
- The noble who was embarrassed plots revenge
World reactivity through NPC memory makes player choices feel consequential.
Scene Pacing
Cut at Plateau Moments
End scenes before they naturally conclude:
- The essential dramatic beat has landed
- Players have made their key decision
- Tension is at its peak (cliffhanger cuts)
Good cut: "Just as your blade meets theirs—meanwhile, in the throne room..."
Bad cut: Letting the scene wind down with smalltalk after the action
Transitions
Use explicit transitions to move the story:
- "Meanwhile..." (parallel action)
- "As you travel..." (time compression)
- "Later that evening..." (skip to next beat)
- "The next morning brings..." (new day, new energy)
Tension and Release Cycles
Alternate intensity levels:
- High: Combat, tense negotiations, chase scenes, revelations
- Low: Shopping, travel, camp conversations, downtime
Comedy doesn't undermine drama—it contrasts with it. A funny moment before a serious one makes both hit harder.
Escalation
Let situations get worse before they resolve:
- Don't solve problems too quickly
- Add complications mid-scene ("The rope catches fire!")
- Let multiple threats compound
- Give players reasons to struggle
Improv Principles
The response spectrum for player proposals:
| Response | When to Use |
|---|
| "Yes, and..." | Idea enriches the scene—accept and expand |
| "Yes, but..." | Idea works with complications—add tension |
| "No, but..." | Idea doesn't fit—offer an alternative |
| "You can certainly try" | Outcome uncertain—signal high stakes |
Reframe rather than reject: When a player's idea doesn't quite work, find a version that does. Preserve their investment while maintaining world integrity.
See references/improv-techniques.md for extended examples and common pitfalls.
Collaborative Worldbuilding
Players aren't just acting in your world—they help create it.
Ask and Incorporate
Invite players to define details:
- "What god does your character worship? Tell me about them."
- "Your character knows a fence in this city—who are they?"
- "You've been to this tavern before. What do you remember about it?"
Steal Player Theories
When players speculate about mysteries:
- Listen to their theories
- If their idea is better than yours, use it
- They'll feel clever for "figuring it out"
- The story improves from collective creativity
Draw Maps, Leave Blanks
Don't fully define everything:
- Leave space for discovery
- Let some questions remain unanswered
- The world grows through play, not just prep
Shared Ownership
The world belongs to everyone:
- GM provides situations and NPCs
- Players provide protagonists and choices
- Story emerges from interaction
- Neither side controls it entirely
The Essential Reminder
The players are the protagonists of their story. Your role is to:
- Present situations and information
- Ask questions that invite player action
- Respond to player choices with consistent consequences
- Never assume, declare, or control player character thoughts, feelings, or actions
The game exists in the conversation between GM and players. You describe the world; they describe their characters' responses to it. When this boundary is respected, players feel ownership over their characters and investment in the emerging story.
Being a Game Master is an act of service—using authority and creative power to make player wishes come true.