Happy thanksgiving to all my American readers! Deep friend Turbaconducken anyone?
I tend to have a one track mind, so while I’m done teaching my MS-Outlook/Time Management class, it’s still very much on my mind.
Just so you know, things went so well that the College’s director offered me to teach another course right after he got the participant’s evaluation of my mad teaching skillz. I now get to teach 5 courses! Yay!
Earlier this week, I posted about 3 categories of skills that GMs, teachers and managers had in common. Today I want to discuss specific skills and tricks I use while I DM that came in handy during my 2 day course. It’s surprising how abilities you mastered in other disciplines help you out when you’re faced with the unexpected.
Establishing Credibility and Trust
My DMing experience has shown me that the average gamer sitting at your table for the first time will give you about an hour to win them over. During that hour, you can do whatever you want with little fear of revolt/comments/sabotage. However, that period of time is the optimal one to establish credibility and trust with the players.
Teaching adults (and probably teenagers) is the same thing. Your first impression is crucial and will set the tone for the rest of the course/session. In my course, I established who I was and what my qualifications were (but not too much). I stressed out that I was a working guy like them and that the material I was going to teach them was actually usable and practical, because I had no tolerance for Ivory Tower theories.
By the end of the 1st hour, I had 6 out of 8 students in my pocket. My nervousness was fading and I started focusing on winning the last 2 to my side.
Expectation Management
When I start a new campaign, I write a pitch for it and I present that pitch to my players. At that point, I ask them to add elements or suggest things to add to the campaign so that their expectations are met. Gone is the time where I would trust my skills and my DMing telepathy to divine what they wanted to play. At the point we are in our lives, I want to make sure that all my players get what they seek in our campaigns. So I manage expectations by checking before and during a campaign that players periodically get what they seek.
During that 1st hour of the course, I put up the course’s outline, listing all the subject that we would tackle. I told them that I would emphasis some items more (I put them in bold) and others I would cover lightly of skip altogether. I asked the class if there were subjects they wanted to see. I told them that each of them had, knowingly or not, a ‘I must learn this’ and that if they didn’t tell me about it, they took the risk of not getting what they are looking for. As expected, they chimed up and told me specific things they wanted (sharing calendars in Outlook, backup of emails, creating new calendars, etc).
I carefully noted down each request and integrated them in my course outline as soon as I got a few minutes. It worked great as all participants told me they got what they expected.
Reading the group
During a RPG session, I try to monitor the level of excitement, fun and frustration of players. Over the years, I’ve developed tricks to read other people. Body language tells a lot about a players’ state of mind. By doing regular reviews of how the energy level is, I try to make small course correction. I don’t always manage this because, like all RPG geeks, I tend to become engrossed in the activity and rules of the game at the expense of the human factor. However, when I start hearing exclamations of frustrations because a player can’t roll over 4-5, 6 rounds in a row, I start paying attention and I try to find ways to help him out.
In my course yesterday, at the end of the 2nd hours (the break) I had one student who was sitting back on his chair, arms crossed. I knew he wasn’t buying what I was saying about productivity and the importance of organization. I later learned that he had driven 3 hours to come to the class and he wanted Outlook material, which I hadn’t gotten into yet at that point (apart Outlook basics).
During the break I asked him about it and he told me what I just related. I told him that I would get into the nitty gritty Outlook stuff soon. I also told him that if I did just that, the course would be a hell of a lot drier. Finally I asked him to remind me of the stuff he needed during the class and that I would cover it.
One hour later, at lunch, he said “Hey that productivity stuff is interesting!”
Say Yes
A common heard declaration in Roleplaying games is ‘Say Yes” which is a mantra-like declaration to prevent GMs from reacting defensively to player input by saying “no you can’t” or “no that won’t work”. A very good description of this concept appears in Vincent Baker’s Dogs in the Vineyards:
Every moment of play, roll dice or say yes. If nothing’s at stake, say yes to the players, whatever they’re doing. Just plain go along with them. If they ask for information, give it to them. If they have their characters go somewhere, they’re there. If they want it, it’s theirs. Sooner or later— sooner, because your town’s pregnant with crisis— they’ll have their characters do something that someone else won’t like. Bang! Something’s at stake. Launch the conflict and roll the dice. Roll dice or say yes. Roll dice or say yes. Roll dice or say yes.”
In the last year, I’ve pushed myself past my ingrained resistances and I’ve tried really hard to become a “Say Yes” DM. I think I have achieved that. In fact I’m sure of it because it bled in my courses!
During the course, while I was describing an aspect of Outlook, some of the attendees would chime in and ask something that I didn’t plan (or didn’t think) to teach. Every time, I stopped and fought my reflexes to keep with my plan. I would then pause the course for 10-20 seconds, reorganize my thoughts, and start explaining what was asked. This ended making the course more organic and better targeted to the needs of the class. After I was done with the required subject, I just picked my outline up, looked where I was and returned to the Plan.
So you see… I owe a lot to DMing and it’s really fun to see how all the hours I invested at the gaming table are actually helping me re-orient my career! I love teaching and I may have finally answered one of my true callings.
Okay, I’m done with teaching for now. Tomorrow I get to conclude my Primal/Within Campaign. A game report will be forthcoming!
Calvino says
I teach at a big university in Texas, and I do think my decade as a DM helped shape my classroom strategies and demeanor. Now, maybe my years of teaching are shaping the way I DM (Let’s hope not too much!).
I would have to wonder how the strategies players come up with affect other aspects of their lives as well. To follow the analog, what kinds of students are players?
Obviously DMing takes a certain set of skills and obtains much debate, but playing must change the way people see problems or seek solutions as well.
Remember all the old-school press about players learning math skills and problem-solving habits from RPGs? Was that all just bunk, or did people get a study underway?
ChattyDM says
I’m certain the bleeding off cuts both ways. I’m more structured in my DMing prep and I use Management techniques like Active listening and Assertiveness at the gaming table.
I’m not entirely sure what players gain as skills as I haven’t played all that much. But I have seen that the group of teenagers I played with gained self-esteem, learned team-work, forged a sense of community and developed the ability to vocalize what they wanted to achieve in a clear manner. So I’d say that the youngest player can gain many social skills from RPGs.
Scott says
I’ve been an aspiring creative writer since i was 15. Seven years later i’m actually taking large positive steps to getting into the industry. i spent four years writing short stories and novels that i got more than half way through.
The past three years i have been running RPG campaigns. The orginisation needed to run the games has helped me actually finish my projects and plan them out in manageable pieces. Secondly my story telling abilities have grown exponentially because i have an audience every Sunday for 3-5 hours. I get to look people in the face while i’m experimenting new methods and gauge their response.
I think RPG’s help in so many aspects of life that are normally overlooked. Conflict resolution, time management, Creativity, Social interaction, Empathy, Teaching, Mathematics, Problem Solving, Team work.
The funny thing is that without your current articles, i know alot of these aspects would have gone unnoticed by myself.
Thanks Chatty.
Congratulations on the extra classes
ChattyDM says
@Scott: As I read your comment I realized that this serie of post is actually about RPG advocacy and how RPGs shape our lives. It’s one of my dreams to one day have a training seminar where we used classic RPGs to teach specific lessons about the workplace and how to acquire skills that will make our work life easier/more productive.
Thanks for the kudos friend!
Flashman85 says
Roll dice or say yes… Y’know, it’s a simple mantra, but a seemingly excellent one.
I always do a post-campaign questionnaire that covers the basics of “what did you like/dislike about the campaign; what was your favorite/least favorite part; what do you want to see in the next campaign,” but I don’t think I’ve ever gotten too much player input at the *beginning* of a campaign, except for one-shots that were just pure fun and entirely player-driven.
Though, the best campaign I ever ran was worked around two characters’ backstories, which certainly counts as player input, so I suppose I should try that more often…
Very nicely written, as usual!
.-= Flashman85´s last blog ..Dungeons & Dragons Spellcasting Soda =-.
ChattyDM says
I just got my Course evaluation pcak back and I read my class right. 6 people loved the course and two liked it but had issues with content and/or delivery.
Now instead of dwelling on the 2, I’ll focus on the feedback (all of it is excellent and very precise) and work them into the next version of the course.
Doing the same at the table is also a good idea, like Flash mentions above.
Tim Noyce says
I DM a game for a six 10 to 12- year-olds and I am convinced that they learn many useful things from the RPG experience. They get to let that powerful imagination rip and combine it with their left-brain calculating smarts, they get to work as a team towards a goal that takes many sessions to achieve (we are working our way through Keep on the Shadowfell) and they get to experience structure communication: you have one minute to describe what your critical hit did to the hobgoblin guard.
I also teach courses in Getting Things Done (using Outlook) to adults and have found that skills move both ways…..
.-= Tim Noyce´s last blog ..Ave atque vale =-.
Katana Geldar says
And there are people who say we are wasting out time roleplaying! I do have mixed feelings if RPGs were made mainstream though.
.-= Katana Geldar´s last blog ..Gaming and the Expanded Universe (Part 2): Picking up the pieces =-.