I live in Reno, which is full of casinos and hotels. For most of my adult life I’d been parking cars and driving limos (making tips in the process). Most of the time we pooled our tips and then split it among everyone working that day. Some days, I had very little to contribute, but other days I was the mule…
In most gaming groups, the game master is the mule. He (or she) is the one doing most of the work. He buys the books, studies the system, gets the group together, prepares for the game, and then runs it. Generally, everyone else shows up with a character and says, “OK, what do you have for us today?” Good players will have already studied the system and read the setting, but great players will occasionally step in for the heavy lifting…
We’ll be starting up a new game in a couple of weeks, and this post is more of a challenge for me (as a player) to take on the role of the mule more than anything else…
If I’m going to be the mule, I’ll have my work cut out for me:
Not only will I come to the table with a completed character, but he’ll have a background as well as goals. His purpose in life will not simply be to react to whatever the GM throws at him, but to give the GM things to react to and work with. If the GM is going to spend time developing ten or twenty (or more) NPCs, then I’ll spend the time developing just one. If the GM is going to spend time preparing for the game, then I’m going to spend time preparing to play.
This doesn’t just mean that I’m going to know everything there is to know about my character; it means that I’m going to come up with hooks about my character that are tied to the game-world or other player characters. Not all of the game’s story has to come from the game master; I can help contribute to that as well.
That brings me to my next task. I’m going to contribute to the setting and story. By that, I mean that when we walk into a new town, I’m going to reference an old stonemason buddy that might take us in for the night – and that I hope we don’t run into his mother, because she’s always pinching my cheeks (and not the ones on my face). When the GM is busy trying to think of the next logical step in his adventure, I’ll be busy trying to add a little flavor to the story. Why should he be responsible for ALL of it?
One other thing I might do is help the other players with their characters, if they need it. If the GM has a game to run and a story to tell, he doesn’t need to spend time teaching the game. He already has a lot of work to do, he doesn’t need more. I’m going to be a veritable mack daddy at making characters, both in crunch and flavor, so that (as a group) we players are as prepared as we can be.
One thing that I’ve been doing already (and will continue to do), is have the Pathfinder System Reference Document up on my tablet. We only started playing Pathfinder a few months ago, and d20pfsrd was a HUGE help. We’ve grown accustomed to the system, so we don’t use it as much anymore – but having it up and ready for our new game coming up is greatly going to help the new GM.
Ah, something else I’m going to do is write a recap of each session and post it in our Facebook Group the day before our game. That way, everyone at the table can recap before the big game so the GM doesn’t have to be the one to remind us. Really, that’s not work that should fall on his shoulders. That would be just one more thing the GM has to take care of. Besides (in our group), we feel we don’t get enough time at the table as it is, so this should help us dive right in. Also, I think it will help everyone not only get into game-mode faster, but also get us excited to play.
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So, really, I’m coming up with this list to help me be a better player. I’m sure that being a “better player” is different for everyone, but this is what it means for me. I want to be a player that comes to the game prepared, helps move the story forward, and helps makes the game more fun for everyone. As a player, if I take some of the weight off the shoulders of the GM, that will leave him better able to run a great game.
I think this list could be longer…? Is there anything you can think of that can add to help take some of the weight off the GM’s back, so he doesn’t have to be the mule?









In the FATE system there is the Resource ability. The rules for Resource are very basic and, aside from purchasing goods, there does not seem to be many reasons to use it. The alternative to Resource is actually tracking money, so it’s nice that Strands of FATE stays consistent with the abstract nature of the game. With a little creative thinking, Resource is a worthy ability that can benefit or hinder a character without adding any new mechanics (remember, hindering a character can be good!). Here are some suggestions to make the Resource ability more important in any campaign setting.
I love running games. Fantasy, Sci-fi, Retro, Space, Modern… you name it, I love it. I love it when you’ve got those players sitting there, leaning forward, waiting to hear what you’re about to say, waiting to see what you’re about to hand out, and waiting to attack whatever it is you’re about to throw at them. In a nutshell, I love the challenge of creating an adventure that my players are going to want to talk about when they’re away from the table.