Best Gaming Advice

I went over to WOTC and was reading some D&D articles about various subject matter when I ran across the article by Chris Perkins and he was talking about good NPCs lying to PCs and his advice on rumors, lying, telling the truth, etc. My mind naturally (or perhaps unnaturally) wondered over to what kind of advice we (as a community) can put together for ourselves to help each other out in our own games.

Basically, I wanted to start a thread where we could give those little nuggets of advice, tips, or tricks of the trade to each other, without starting any kind of edition wars, on how to get better at various tabletop gaming.

Types of advice I feel would be relevant would be from DM's to other DM's or DM's to PC's on whatever you think would make playing the most fun.

Other types of advice could be from PC's to PC's or PC's to DM's and what they'd like to see from their perspectives to make things more enjoyable.

What little piece(s) of advice would you offer someone who may be stuck in a rut or who may be a first time player to help them have a fantastic experience? I'd just like to see it be a wide open discussion and brainstorming session that we can refer back to and mine some of the brilliant minds on this site.
 

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Advice #1: Bring Snacks. A DM with low blood sugar is a TPK waiting to happen.


All kidding (ok, that was really only partially kidding) aside, great thread idea Traveon.

I'll probably have more (more legitimate) thoughts on this tomorrow. But now, sleepy time in Andorra.

Have fun and happy gaming. g'nite.
--Steel Dragons
 

Advice #1: Bring Snacks. A DM with low blood sugar is a TPK waiting to happen.


All kidding (ok, that was really only partially kidding) aside, great thread idea Traveon.

I'll probably have more (more legitimate) thoughts on this tomorrow. But now, sleepy time in Andorra.

Have fun and happy gaming. g'nite.
--Steel Dragons

Hah! I agree with the DM with low blood sugar advice, look forward to reading what you have to say tomorrow.

As far as advice I'd like to throw out there for current and future DM's is to be flexible and not try to plan for every eventuality, it's impossible to do because just when you think you have it all figured out the players will throw you a curve ball. I think most of my best DMing moments have come from flying by the seat of my pants and being spontaneous with a random encounter or role-playing event that just happened to unfold out of left field.
 



As far as advice I'd like to throw out there for current and future DM's is to be flexible and not try to plan for every eventuality, it's impossible to do because just when you think you have it all figured out the players will throw you a curve ball. I think most of my best DMing moments have come from flying by the seat of my pants and being spontaneous with a random encounter or role-playing event that just happened to unfold out of left field.

This. Personally, I run adventures/modules like this: figure out the hook and modify it if necessary, figure out what the 'end' of the adventure is, plan any 'must-have' encounters and then wing the rest.

On top of this, I suggest this to both DMs and players: find out what YOUR style is and find a group that plays that style or is at least okay with your style.

If you're a first time player, or even if you've been playing 20 years, don't be afraid to leave a group if you're not having fun. It can take a while to find a group that fits you. Just don't be a jerk about it.

Try to go to the bathroom AFTER your turn in combat or during a roleplaying encounter FOR you, so you aren't holding up the table.

That's it for now. I'm sure I'll come up with more.
 


Seems we're all on board with the "create as you need/go" philosophy, though I will stipulate having a framework of the game world helps quite a bit. Give yourself parameters so when the "making it up on the fly" or "something unexpected from the PCs" pop up you aren't completely starting from scratch or generating something that doesn't "make sense" with whatever else has been established in the world.

In that vein, incorporate things the Players want/expect for their PCs as best you can, again, in a way that "makes sense." This might be plot points (using things from a PC background they took the time to develop), character development (the player wants to find their PC a particular item/weapon, the player wants their PC to become the next Baron of Coolville- or overthrow the current one, etc...), an idea for stretching their church/religion or taking their class in an unexplored/unpublished direction, whatever it might be.

I guess, the short of it is: Advice #2: Make sure/Help the Players feel (and are) invested in the game.

--SD
 



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