Gamemaster

Revision History
Revision 1 19 September 2005

Added to Library

Revision 2 13 October 2005

Changed course proctor to Amanda Noon

Revision 3 6 December 2005

Course rewritten by Amanda Noon


Table of Contents

Introduction
What is a GM?
Finding Your Idea - The Story
Tools of the Trade
Section A - Styles of GMing
Section B - Types of Interaction
Section C - Mission Types
Section D - Resources Available
Planning a Sim
Common Problems when starting out
Pace
We see no mission
Why simplify, when you can overcomplicate?
Voiding Posts
Thou shalt not kill
Nor destroy the ship
Star Trek Canon
Show respect for your fellow players
Conclusion
Acknowledgements
Exam
Section A: Facts and Mechanics
Section B: Show Me the Money

Introduction

Welcome to the Academy's Gamemaster (GM) course, offered in cooperation with STF's GM Department (GMD). If you've got a story idea and you want to be a GM, this course will help you know what to expect when you get that first GM assignment. If you're a GM with one or one hundred sims under your belt, this course will give you a brief introduction in the ways of GMing within STF. STF is a unique environment, sometimes a veteran GM needs to flex to work within STF's way of doing things. Hopefully this course will show you how to successfully make it through the rough patches that are bound to occur.

In STF you cannot be a GM before being a Gamemaster Trainee (GMT). It doesn't matter if you've mastered live action games and run players through dozens of have-dice-will-travel dungeons, or if you're the best role-player in STF. Everyone wishing to be a GM must participate in the GMT program before being certified as a GM. If you are as good as you think you are, you’ll soon be running people's lives in no time anyway. A couple of months with a mentor looking over your shoulder aren't going to stop that from happening. But by having a screening process we protect our membership from shoddy GMing, at least we hope to weed out the good from the "haven’t got a clue".

The pass rate for the exam at the end of this course is 75%, passing the exam is the first step to becoming a GM. You will need to read the current version of OGRE to find out what the current requirements are to continue. You can find OGRE here: http://www.star-fleet.com/gmd/. This document also lists all the rules you will have to abide by when GMing in STF. It will be your responsibility to check the GM Dept regularly for any changes. These rules are made to protect you and the players, by having rules it is hoped that disputes will be short lived and easily settled.

Homework - Intro: Go read OGRE, better to know what you are signing up to before you sign up. If you don't agree with our rules then now is not the time to become a GM for STF.