How being a Teacher made me a better Game Master - D&D / TTRPG

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Hi, I'm a game master.  Naturally, I am quite anxious  about being a good game master.  I also am a beginner teacher, and there too, I  am terribly anxious about being a good teacher.  Yes, it's a lot of anxiety. I'm  doing great, thanks for asking. But both as a GM and everywhere else in my life,   whenever I'm anxious to be good at something,  I overcompensate with prep and research. So in hopes of becoming the  best teacher I could be,   I fell into a bit of a rabbit hole trying  to learn as much as I could about teaching.  And in this rabbit hole, I  found something delightful. Turns out, there are lots of strategies used   by teachers that could very well  be applied to the gaming table. I am here to report my findings. So tonight, I will split myself in two.  I'll walk you through a few  techniques that I use in my classroom,  and tell you how game masters can apply the  principles behind them to enrich their games. But we need to clear a couple of things first. Why would teachers even know  about running good games? Well there are obviously many skills  useful to both a GM and to a teacher.  But to me, the most important similarity  is if they fail in in their mission,   they both suffer the same dreadful fate: chaos. I talked about this one before, but the  most important lesson I learned both as   a GM and as a teacher, I learned years  before I take on either of these mantles,   and I learned it from a couple of clowns. In high school, I briefly did some clowning. And I was terrible at it, but that's okay,   because experienced clowns were  brought in to answer our questions. We asked them: "why do kids keep trying to pull  out my red nose?" and this is what they answered: Because they're bored! If you don't find a way   to entertain the kids, they will find a way to  entertain themselves. By pulling on your nose. It means you're not engaging them properly. As a teacher, if you don't keep your students  engaged, the class might descend into chaos. As a GM, if you don't keep your players  engaged, they might turn into murderhobos. Is this secretly a video about  driving player engagement?  Yes. Yes it is. For teachers and GMs, engagement is a key factor. But teachers deal with slightly higher stakes   (shaping young minds and all...), so they came up with lots of smart   ways to spark engagement, the Holy  Grail that we seek at the gaming table. Which means we can learn  so much from their methods. Starting with the beginning of class. These first few minutes can set the tone  for the entire lesson or game session. It is, however, a challenge. Chances are, when they enter your  classroom, students are not focused.  I mean, they just came back from  the chaotic realm of the corridor. Your task here is to transition  them into learning mode. Getting started can also be a bit tricky at  the gaming table. Which is understandable,   when my players arrive for the game,   they're friends who haven't seen each other  for over a week, they want to catch up. That's absolutely fine, but  when we finally do start,   their heads aren't entirely in the game,  and it takes a while to build momentum. For classrooms, some teachers transition  using something called a "do now".  That's a very short warm-up activity that students  can do as soon as they enter the classroom, like a   writing prompt for example. These activities  are usually written on the board, and they   can be done with without input from the teacher. That way, while the teacher is taking attendance,   the class slowly focuses and settles down  instead of filling the room with chatter. At the gaming table, I can't expect my players to  jump right into character at a second's notice.   But we can warm up with a small activity about  the game, that isn't quite full-on roleplay yet. Often for me, that's having the players recap  the previous session instead of doing it myself.  But that could also be, if  you're going to level up,   don't do it at the end of a session:  do it at the beginning of the next one. Or you could ease them into  roleplay with little prompts.  If the session starts after a rest  for example, you can have each player   describe what is their character's first  thought as they wake up this morning. All of these help students and players  alike transition smoothly into a focused   mood. But if warm-ups are too tame  for you, you can go for a cold open. When I started a chapter with my students  about logos, I had prepared a slideshow   with a bunch of famous logos on it,  but I had removed all the brand names. Without any context that we  were going to to work on logos,   my students had to guess the  brand names slide after slide. Very quickly, the entire class went  into an excited guessing frenzy,   all of them calling out the answers in unison. You can start the game session with a sudden  event that requires players to react immediately.  Something is moving in the bushes, or a  gunshot echoes from somewhere inside the manor. With that approach, you inject energy  into the game from the very start. Okay cool, but now that we have successfully  shifted gears, how do we keep this energy going? With the help of the Magician. Curiosity is a powerful force.  Humans instinctively seek closure  and answers to their questions.  And provided your students or players are human  as well, there's ways to take advantage of that. That's where the Magician comes into play. Dominique Bucheton, a French  researcher and professor,   came up with a list of what  she calls "teaching stances". To ridiculously and completely  oversimplify it, each of these   is a different approach a teacher  might take to piloting a class. And the teacher regularly switches between them,  to adapt to the changing needs of a classroom. I'm especially interested in the one that  she calls the "stance of the Magician". This one aims to catch the attention  of students through storytelling,   theatrical gestures, riddles and intrigue. Here, knowledge isn't merely stated,   it is to be guessed and figured  out, like the answer to a riddle. You create an aura of mystery, and let the  curiosity of your students fuel their journey. In my classroom, when starting  a chapter on packaging, I didn't   explain the concept right away. Instead, I asked a question:   how do I become a millionaire  by selling pebbles for $4 each? If you're from the US, you might know I  was referring to the Pet Rock phenomenon. My students however, had never heard  about it, and they were pretty curious. Translating this to the gaming  table is a perfect match. My first homebrew campaign may  have been filled with mistakes,   but I kicked it off with a question mark. Our campaign started at a temple, while a funeral  was taking place. But within the first minutes of   play, a group of bandits disrupted the  funeral, and tried to steal the coffin.  Why would someone try to snatch  a body in broad daylight? By the time my players captured the bandits,   they were pretty eager to interrogate  them and get involved in the mystery. Tempting people with unanswered questions  can be powerful: it can transform the   most mundane teaching subject or game  event into a captivating exploration. Hopefully at this point, we've established that   teaching strategies can be super  helpful in sparking engagement. But there is one domain in which  they are especially valuable: When it comes to communicating  plot, lore and worldbuilding. This is the point of the game where  the GM takes on a teaching role. They are tasked with delivering that information  in a way that will stick with the players.  So, you know, basically the  core of what a teacher does. And there are a variety of ways  that teachers deliver information.  Let's look at the basics. Tell: that's when the  teacher explains the concept.  Show: when the teacher demonstrates the concept. We could stop there, that's kind  of the basics of a lecture I think:   tell, show. But let's take it further. Do: the students must experience  and practice that concept. And finally, apply: the students use  that concept in concrete situations. Tell, show, do, apply. These last two  words put the student at the heart of   the learning process. That's  what we call Active Learning,   the idea that people learn by doing, and  that's what gets anything to stick, really. As opposed to some lectures where students simply  receive information and try to internalize it. In ttrpg, that is the dichotomy between the GM  infodumping, and the players directly engaging. Roughly put, it means go beyond  narration, and into immersion.  And if you want to know what it  looks like, here's an example. Tell: an NPC tells the players that  magic is not tolerated in this city. Show: as the groups walk through the streets,  they see a house that has been completely defaced.   Eggs have been thrown at it, and the words  filthy witch are written all over the walls. (filthy witch) This is cool, and the players  can make their own judgment.  But TTRPG is an Interactive medium,   not a listen-to-long-descriptions  medium, so we can do better. Do: a few people start to corner your group,   and they spit in the direction of  the more eccentric party member.  "Filthy witch", they say,  "you're not welcome here".  A few of them look like they're ready  to throw hands the moment you make a   move. If you don't manage to cool down  the situation, you might have to fight. Isn't this much cooler? People are always going  to remember something they experienced or achieved   better than something they witnessed. And more importantly, this requires   direct action from your players, puts them  at the center of the unfolding narrative. Which as we know, in ttrpg,  is where the magic happens. And apply, well, that's the moment  of action, when your players are   ready to act upon this information. And I hope they absolutely ace their test. That's all I have for today,  and I hope it was helpful. If it wasn't, or if it was  really poorly explained,  don't come at me, I'm a beginner teacher. Just pray for my students. On this note, have a good evening,  and may the nightmare of your high  school days stop haunting you someday.
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Channel: Corkboards & Curiosities
Views: 80,094
Rating: undefined out of 5
Keywords: dungeonsanddragons, DnD, D&D, TTRPG, tabletoproleplayinggames, gamemaster, dungeonmaster
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Length: 9min 8sec (548 seconds)
Published: Mon Feb 19 2024
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