In Hillfolk the GM acts as the custodian of the overall narrative. You mostly do this when calling your own scenes. You use these to heighten tensions, add new fresh developments, and picking up previous ones that got dropped along the way.
Less evidently, you can also intervene during player scenes. This requires utmost subtlety. Be careful that you’re not trying to impose your storyline on the group. Focus on making the emergent story sharper.
I mostly intervene to hint to players that they need to get to the point of the scene, or that the point of the scene has been reached and it’s time to wrap it up.
Recently a new instance of subtle GM contribution came up in our long-running game using the Alma Mater Magica series pitch.
Hard-living Professor of Troll Studies Einar (played by Justin Mohareb) was taking a verbal shellacking from resentful librarian Ann Snooks (Rachel Kahn.) She came at him by accusing him of being no fun any more since he’d stopped drinking. As Justin responded, I could see that he’d momentarily forgotten a telling bit of emotional history. With 28 sessions and counting, there’s a lot of that history to remember, so no shame there. But had this been a written scene in a TV episode, you could be sure that the writers would have had Einar point out that it had been Ann who pushed Einar to quit drinking in the first place. That’s the sort of delicious irony you can’t just leave on the table.
So I stage-whispered that to Justin and he made that his next verbal parry.
My prompt didn’t require him to insert it but he did because why wouldn’t he?
Presumably another player could also have pitched that in from the peanut gallery. As a careful watcher you as GM are more likely to spot an unexploited moment like that.
I take very skeletal notes on each episode, which help me to recall stuff like this. Some of it needs explicating in the pre-action recaps I give at the start of each session. It’s more the paying attention to the note-taking than the notes themselves that make this happen.
I wouldn’t advise looking for memory prompts to give the players. But when the perfect instance arises, consider it part of the DramaSystem GM’s toolkit.
Hillfolk is a game of high-stakes interpersonal conflict by acclaimed designer Robin D. Laws. Using its DramaSystem rules, you and your friends can weave enthralling sagas of Iron Age tribes, Regency socialites, border town drug kingpins, a troubled crime family, posthuman cyberpunks and more. Purchase Hillfolk and its companion volume Blood in the Snow at the Pelgrane Shop.