Many excellent question. I fear my answers may be samey and disappointing, but will try to help where I can.
GameMaster says:
... crunchy games usually use "DM." ...
So far as I know, only DnD uses DM. I think it may even be trademarked. GM is the most generic, and many PbtAs use MC. I just use GM.
GameMaster says:
... system flows really well and the dice rolls are all interesting ...
Agreed.
GameMaster says:
... I am familiar with other narrative games like Fate and Traveller ...
I saw your conversation about Fate. People will often push their own favourite system in the mistaken understanding that what they find familiar is easy.
Fate is not easy for new players. Fate is hard for new players, and it rewards familiarity. Making good Aspects takes a lot of practice and new players are regularly disappointed that their interesting character is not working properly. :(
Fate also has a lot more mechanics that Fate-fans want to admit. It is definitely not 'rules-lite', and that is not about the Skills, I think that Fate Accelerated is more complex than Fate Core/Condensed.
I do want to like the system, but find it unnecessarily painful every time. :(
GameMaster says:
... not a huge fan of meta currency. ...
I heavily agree. The only system that I have found that did that right is
Cypher System. And that is because the only meta-currency is XP, so you can choose to spend XP as Bennies or Fate Points, or save it for Major or Minor Upgrades, and it seems to balance out those uses. The way
Cypher hands them out also works more smoothly than Fate Points, the mechanics of which I dislike.
GameMaster says:
... spending currency at will to seize control when you want. ...
As a general idea, I tend to agree. But taking the time to build up Fate Points and Establish Scene Aspects to then burn them down to get the big win is a valid strategy and can be fun.
If the GM does it right it is not an 'instant win' and has all the risks spread out in the setup/planning phase so the players seldom reach the climax and are disappointed by one bad dice roll. The GM needs to make that a difficult strategy, though, else pump-and-dump becomes a boring way to play. Most of the time this should not be the way things are done.
GameMaster says:
... I also like the generic "do something" moves so that I don't have to worry about specific moves or stats for every little action. ...
?? It sound like you are dumping on PbtA! We won't have that here! :)
I am not sure if you are saying this is something like from Fate or Traveller? PbtA often has a whole list of specific Moves and no generic way to do things. I find that specificity can really help players get unstuck, but does sometimes result in them looking to their sheets rather than looking to the fiction when they want to know what they should do next.
GameMaster says:
... familiar with Monster of the Week ...
Cool. That gives us some shared vocabulary. I really like
Monster of the Week (MotW), but it is not the best written game, and quite hard to learn from. It also does not have the best GM advice section. It is often worth reading other PbtA games just to see what they have to say, even if one does not plan to run/play them.
If you can get it, it is also worth reading
Blades in the Dark, it is PbtA-adjacent, and very hard to run in PbP (unless everyone knows the swiss-clock of its rules), but it teaches a lot of good habits that are useful in PbtA.
GameMaster says:
... I tend to use the Avatar setting very loosely ...
I can not comment in this instance, but often 'licensed-IP' games can be hard to play loosely. There is also
Legend of the Elements that I looked at when my players wanted me to run Avatar(ish) for them. I am not sure it had enough 'bending' to be a replacement, though, it was a long time ago.
GameMaster says:
... I try to run my sessions as loose as possible ...
Most PbtA games admonish the GM
not to prepare a session. Even MotW —which asks you to prepare a mystery— orders you to 'not plan ahead'.
When I create a 'mystery' or scenario, I don't decide how it needs to be solved. I generally check that I can come up with a few ways to possibly tackle it —if I can't think of any, then it may be a broken dead-end— and then follow what the players think is happening whenever it is feasible. In
MotW I don't start with a firm idea of what they are facing, what they think is happening shapes the facts in the end.
GameMaster says:
... What I personally want to work on is finding new consequences ...
There are a few angles to this:
First, don't stress too much about finding 'new and novel' ways to do things. Most often the first thing that comes to your mind is the right thing to do. Speak to your players and, unless they are saying they are bored with the types of consequence, stick to what works.
But you can immerse your brain in relevant fiction before going into a game. Not only will that give you ideas about future plot-points, it will prime you to respond in ways that fit the particular game. This can be harder in PbP where we might have to hold several games and genres in our minds at the same time, but PbP gives a lot more time to think about how to respond.
Don't worry too much about taking a few seconds to think about what you want to do. It feels like an age when you are on the spot, but ask your players about it later and you will probably find they did not even notice. They will thank you for not rushing (or they would if they noticed:).
GameMaster says:
... I feel like I give the same consequences and it starts to get boring for me ...
We all feel that way. Unless it is getting boring for the players, remember that most of the interesting stuff comes from how
they deal with it, not from what 'it' is. Unless their reactions are also getting repetitive, presenting them with similar (some may say: genre-appropriate) outcomes is not a problem and is probably what you
should be doing most of the time.
GameMaster says:
... I can't think of new things ot throw at the party to make their lives more complicated. ...
You are not supposed to. If you are playing Avatar, give them complications that you have seen in Avatar. If you are playing MotW give them the sorts of complications you have seen in Supernatural, or Buffy, or whatever your game's touchstones are.
It is much better to keep the responses within the 'feel' of the game you are playing than to 'surprise' your players. Surprise is not always good (we will come back to this).
GameMaster says:
... What type ... What are some ...
I honestly can't answer that. I react in the moment and, out of context, they would not be very interesting.
Have you ever heard someone else try to tell you about their own game? Everyone rolls their eyes and is bored. 'You had to be there, man!'
GameMaster says:
... What results have you given a major roll that significantly advanced the plot? ...
The only example I can think of is when a
Albert (the bartender) rolled a 12+ on bravely attacking some skeletons and his god (god of Fire and Conquest) turned his broomstick (his only weapon?) into a 'flaming staff' which then powered everyone else's weapons upon contact and made the undead easy(er) to deal with. Maybe
TheGenerator can find that in their summary of that game. :)
GameMaster says:
... like I was coming home and things finally made sense. ...
Right on, bother! :)
So many people have said to me: "This is what I thought DnD was going to be like!" after being disappointing with the number-crunchy-nit-picking.
GameMaster says:
... The difference was that I have never played in ...
Possibly my advantage is that I found the books (
aDnD 2nd Edition?) and had to work out for myself how to play. So many people learned bad habits from grognard GMs or those who were beaten down by bad groups. I hear horror stories, but had a hard time taking them seriously till I saw how some players played.
GameMaster says:
... On the topic of plot hooks, this is where I am the weakest ...
That is always the scary part. Talk to your players, elicit plot hooks from them and what they are interested in, that way you never have to worry about your plot hooks not being picked up.
Look into the concept of 'flags' —building plot-hooks/ideas/worlds based on the players' character sheet choices. Though that can bite you if the players optimise to hurry through combat because that is what they find boring and you interpret that as 'they have speced for combat, I will give them combat'. Talk to your players about
why they have chosen something and why they have left something off their sheet.
Many players summarise their playbook when they create a sheet here on GP. But I encourage them to leave the negative choices in the sheet, since what they did not choose is often as telling as what they did choose.
GameMaster says:
... once I have a plot hook that the players have accepted, I am good at extending it. ...
Then focus on that. That is the fun part. Talk to your player about any plot-hooks they 'rejected' and about why (most of the time it will be because they did not notice it:). Tailor your future plot-hooks to the ones they gravitate towards.
Share the burden.
Don't fret about the plot-not-taken. There will be other games in the future, and you can try them again and see if they work there.
GameMaster says:
... I have the same issue starting side quests or subplots. ...
Depending on what sort of issues you have had, the answers may be the same as above, with the added caveat that the players may have 'rejected' it because they were having fun and did not want to get distracted.
Be careful of side-quests in PbP, they can take months. :)
GameMaster says:
... Which ones have been successful in your games? ...
I don't tend to think in terms of 'plot-hooks'. I tend to present the world and see what the players engage with and then flesh that out in more story. But this is not a system that will work for all groups or settings.
Think about what you are trying to achieve. Do you need more plot-hooks? What do the players want to do? Talk to your players.
GameMaster says:
... my players are eager to throw dice, and I often have to stop them to negotiate for another minute or two. ...
Many PbtAs are more explicit about this —and this is a point
Blades in the Dark makes better than most— but the
players should never be surprised by the outcome of a roll. If they 'did not expect that' then the fiction was possibly not sufficiently established.
The direction the story takes can be surprising (though it does not need to be), but the direct outcome should not be. You never want to hear you player say 'I did not think he would attack me for that!'.
I tell my player that they are not allowed to roll dice unless I have asked them to. I seldom enforce that as a rule, but it is a good starting point and can be relaxed after everyone has a fuller understanding of the way things work.
GameMaster says:
... I have never heard of FKR gaming, but I looked it up briefly and it seems really interesting! ...
The point I think I was making is that FKR (or FK) was designed for all professional soldiers, the assumption was that they all had a very good, well-grounded understanding of what was 'reasonable'. We don't have that in most of our RPGs, so FKR is often a pipe-dream. It is unquestionably the 'best' RPG system... but only works in very selective groups. :(
I do still want my rules to get out of the way and let me play.