|
2 years ago ::
Apr 14, 2011 - 8:48AM
#1
|
Date Joined:
Apr 12, 2011
|
So im new to DMing and i just figured to ask for any possible advice on anything anyone can come up with that would be helpful?
|
|
|
|
2 years ago ::
Apr 14, 2011 - 5:44PM
#2
|
Date Joined:
Mar 10, 2011
|
Welcome to one of the most fun, challenging, and rewarding parts of the game
- Start off small: things are easier to manage that way, there are fewer nasty surprises, and its harder to find your story derailed by unexpected circumstances. It's also easier to start off with a short campaign of limited scope, rather than invest yourself into an ambitious epic only to find that the players later want to switch characters and try something new, while you are getting burned out on the epic epicness of your plot and aren't feeling the inspiration any longer. You can always use the short campaign as a launching point for something more epic later on.
- Use core classes and races at first. It's perfectly alright to insist that players create characters using only the races and classes found in the core rulebooks until you are comfortable enough to let them play the half-vampire-half-drow-half-were-angel-green-ninja-necromancer-trenchcoat-samurai-psionic-assassins they found in the latest third-party splat-books!
- Don't worry about trying to prepare for every possible eventuality. Over-preparation and micro-management of the campaign world can sometimes be tempting, but it's much easier and more fun to make a lot of things up as you go along. Sometimes, inspiration can come to you from strange sources in the middle of the game; leave yourself room to make things up on-the-fly.
- Your players will spring surprises on you, constantly, by doing things you never dreamed of. Don't let that shake you; roll with it and build on it. You don't want to discourage fun, creative solutions from players who think outside the box. Nothing can stifle fun faster than for a player to try something that seems to make sense in the game world, only to be told "you can't do that." It can be difficult to shift gears when something happens you never counted on, but it is OK to take a break, research the rules, and adjust your story if you need a moment to figure out how to adjust the game to the players trip off the Yellow-Brick-Road or surprise so-crazy-it-might-just-work plan.
- The flavor text and descriptions are not rules, just helpful guides: don't let them limit you or your players. If a player wants to play a womanizing Dwarven Monk with a sense of humor, a callous Halfling Paladin with a drinking problem and doubts about her faith, or an Elf ranger with no interest in nature or magic and a fondness for stone carving and Hobgoblin epic poetry, resist the temptation to dismiss the character concepts as impossible, just because they don't fit with the flavor text in the Player's Handbook. Likewise, Orcs in your world might be degenerate, troglodytic, albino cannibals with a cultural aptitude for building machinery, and a taste for meat looted from savage Dwarven burial grounds. Meanwhile, one aspect of Garl Glittergold might be his role as the bloodthirsty Goblin deity of death, which demands periodic sacrifices of the fairest Goblin maidens for appeasement, lest he unleash Goblin extinction at the hands of Gnomish Barbarian hordes....
I hope this helps, good luck!
New DM Tips
Show
- Trying to solve out-of-game problems (like cheating, bad attitudes, or poor sportsmanship) with in-game solutions will almost always result in failure, and will probably make matters worse.
- Gun Safety Rule #5: Never point the gun at anything you don't intend to destroy. (Never introduce a character, PC, NPC, Villain, or fate of the world into even the possibility of a deadly combat or other dangerous situation, unless you are prepared to destroy it instantly and completely forever.)
- Know your group's character sheets, and check them over carefully. You don't want surprises, but, more importantly, they are a gold mine of ideas!
- "If it ain't broke, don't fix it." It's a problem if the players aren't having fun and it interferes with a DM's ability to run the game effectively; if it's not a problem, 'fixing' at best does little to help, and at worst causes problems that didn't exist before.
- "Hulk Smash" characters are a bad match for open-ended exploration in crowds of civilians; get them out of civilization where they can break things and kill monsters in peace.
- Success is not necessarily the same thing as killing an opponent. Failure is not necessarily the same thing as dying.
- Failure is always an option. And it's a fine option, too, as long as failure is interesting, entertaining, and fun!
The New DM's GroupHorror in RPGs"Broken or not, unbalanced or not, if something seems to be preventing the game from being enjoyable, something has to give: either that thing, or other aspects of the game, or your idea of what's enjoyable." - Centauri
|
|
|
|
2 years ago ::
Apr 15, 2011 - 9:09PM
#3
|
Date Joined:
Apr 12, 2011
|
Thanks alot ill take all this into consideration my main worry is wether or not my aventure and encounters will continue to be up to snuff. My players insist that my sessions are epic but in my own mind they seem to be lackking as i said im a avid adventurer my old Dm was amazingly descriptive but not so much as to tell everything if you know what I mean. I guess im comparing myself to him to much. But I ramble again thanks for the advice im sure that this will be most help full in future sessions.
|
|
|
|
2 years ago ::
Apr 16, 2011 - 2:01PM
#4
|
Date Joined:
Feb 13, 2010
|
Track down the youtube videos of Chris Perkins Dming (DnDwizards) - this guy is an excellent DM and I wish I had half his talent. Also the ones he did with the Robot Chicken guys had a second version with his DM commentary overlaid for extra insight.
Hope this helps.
"Well that encounter was easy....er, guys, why is the DM grinning?" (party members last words) It's not a party till the screaming starts!
|
|
|
2 years ago ::
Apr 16, 2011 - 3:49PM
#5
|
Date Joined:
Sep 18, 2009
|
Welcome to the best role at the table. Don't worry about being awesome. Just create fun encounters that your players like to play in. You'll find your own DM'ing style
smiles
|
|
|
|
2 years ago ::
Apr 16, 2011 - 8:04PM
#6
|
Date Joined:
Mar 10, 2011
|
Thanks alot ill take all this into consideration my main worry is wether or not my aventure and encounters will continue to be up to snuff. My players insist that my sessions are epic but in my own mind they seem to be lackking as i said im a avid adventurer my old Dm was amazingly descriptive but not so much as to tell everything if you know what I mean. I guess im comparing myself to him to much. But I ramble again thanks for the advice im sure that this will be most help full in future sessions.
I think I know what you mean: it can be tough following in the footsteps of a great DM.
Don't let that shake you: as long as you and your players are having fun, you're doing things right, and after you find your stride, I think you'll feel a little better. And it's OK to feel a bit uncertain about whether you are doing well: I know have my doubts every time I DM, and I'm sure your old DM had his as well - I think it's something that happens with all creative people no matter what medium they express themselves in 
New DM Tips
Show
- Trying to solve out-of-game problems (like cheating, bad attitudes, or poor sportsmanship) with in-game solutions will almost always result in failure, and will probably make matters worse.
- Gun Safety Rule #5: Never point the gun at anything you don't intend to destroy. (Never introduce a character, PC, NPC, Villain, or fate of the world into even the possibility of a deadly combat or other dangerous situation, unless you are prepared to destroy it instantly and completely forever.)
- Know your group's character sheets, and check them over carefully. You don't want surprises, but, more importantly, they are a gold mine of ideas!
- "If it ain't broke, don't fix it." It's a problem if the players aren't having fun and it interferes with a DM's ability to run the game effectively; if it's not a problem, 'fixing' at best does little to help, and at worst causes problems that didn't exist before.
- "Hulk Smash" characters are a bad match for open-ended exploration in crowds of civilians; get them out of civilization where they can break things and kill monsters in peace.
- Success is not necessarily the same thing as killing an opponent. Failure is not necessarily the same thing as dying.
- Failure is always an option. And it's a fine option, too, as long as failure is interesting, entertaining, and fun!
The New DM's GroupHorror in RPGs"Broken or not, unbalanced or not, if something seems to be preventing the game from being enjoyable, something has to give: either that thing, or other aspects of the game, or your idea of what's enjoyable." - Centauri
|
|
|
|
2 years ago ::
May 23, 2011 - 12:10AM
#7
|
Date Joined:
May 20, 2011
|
ok so i need some tips on how to get your payers to tell you what there PC are scared of
i am planing a game based on the movie "sphere" but i need to get a backstory out of my players the only thing is i dont want them to know that i am trying to get it out of them anytips?
|
|
|
|
2 years ago ::
May 23, 2011 - 7:17AM
#8
|
|
|
Depending on the age and creativity of your players you could have them write a background/description of their chars maybe.
DM: "ok, for this upcoming adventure I am working on I need to know a little bit about your characters. If every one could write a short outline that would be great!! Include strengths, weaknesses, fears and things that might really get your char inspired. You could also include likes and dislikes; socially, environmentally, ect. Any thing you can think of that might really add some depth to the adventure.
For example. Likes: Sunny days, lakes, bunny rabbits. Dislikes: caves, swamps and spiders. My char is slightly claustrophobic and does his best to avoid caves"
Player: "Sure no problem!!"
I dunno, just a thought. I'm new at this DMing thing so take it with a grain of salt. :D
|
|
|
|
2 years ago ::
May 23, 2011 - 5:06PM
#9
|
Date Joined:
May 20, 2011
|
sounds good i'll see how it go's
|
|
|
|
2 years ago ::
May 23, 2011 - 9:52PM
#10
|
Date Joined:
Mar 10, 2011
|
Mr.Mike gave you the exact same answer I was about to  That's a fairly standard "flesh out your character background" questionairre, and the players will probably assume that it's just being used to help them get into character. New players will just accept it as a normal part of character creation, and experienced but cynical players may assume that none of the answers will ever be used by a DM, and won't give a second thought to the questionairre until they actually see their answers put to use in-game. It's kind of like putting the pretty girl with the skimpy outfit on stage next to the magician as he draws attention to the sleeve with nothing up inside it, so that the audience is distracted and it's a little harder to spot what the magician is really doing as he performs the trick
New DM Tips
Show
- Trying to solve out-of-game problems (like cheating, bad attitudes, or poor sportsmanship) with in-game solutions will almost always result in failure, and will probably make matters worse.
- Gun Safety Rule #5: Never point the gun at anything you don't intend to destroy. (Never introduce a character, PC, NPC, Villain, or fate of the world into even the possibility of a deadly combat or other dangerous situation, unless you are prepared to destroy it instantly and completely forever.)
- Know your group's character sheets, and check them over carefully. You don't want surprises, but, more importantly, they are a gold mine of ideas!
- "If it ain't broke, don't fix it." It's a problem if the players aren't having fun and it interferes with a DM's ability to run the game effectively; if it's not a problem, 'fixing' at best does little to help, and at worst causes problems that didn't exist before.
- "Hulk Smash" characters are a bad match for open-ended exploration in crowds of civilians; get them out of civilization where they can break things and kill monsters in peace.
- Success is not necessarily the same thing as killing an opponent. Failure is not necessarily the same thing as dying.
- Failure is always an option. And it's a fine option, too, as long as failure is interesting, entertaining, and fun!
The New DM's GroupHorror in RPGs"Broken or not, unbalanced or not, if something seems to be preventing the game from being enjoyable, something has to give: either that thing, or other aspects of the game, or your idea of what's enjoyable." - Centauri
|
|
|