New to DM'ing

Ilmater

Villager
Hey everyone,

I am a DM that has never played a PC before!!!

Hoping or some helpful tips. I have watch youtube vidoes and read threads here but I am at a loss for what to do when players interrupt me during a dialog or descriptive scenario.... or skip a piece of my campaign that would explain more about what is actually going on... how do I get them back on track? How do I get the important information to them?

I allow interruptions because I think it helps the players role-play their characters better and I don't want to discourage them being them ie. their rogue sneaking off to steal something, or a fighter asking questions that a way of topic because the small things are important to them....

I try to give the sand box feel but also am trying to maintain story progression.... what is the balance???

cheers,

All advice welcome.
 

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1) Start small. Your best bet is to pick up some published module to start. Don't decide as a new DM that you are going to do everything on your own.
2) Work hard. If you are running a published adventure read it several times and take notes, just like if you were preparing for a test. Even if you are running a published module, the amount of preparation you are going to need to do is large. Often you'll need to make play aids for yourself to keep track of things because the information in a published module isn't that organized. Often you'll need to flesh out the descriptions of NPCs in order to really bring them to life. Often the adventurer writer makes assumptions about PC behavior that aren't true and you'll need backup plans if things don't go the way the adventure writer thinks they will. Often in the interest of space a lot of useful content is left out of an adventure that needs to be put back in. The really good GMs are the ones that enjoy preparing to play and who take pride in their play. You'll enjoy yourself more at the table if you are ready to play.
3) Let the players play their characters. It's not your job to decide what they should do. It's your job for the game to be fun while they are doing it. There are ways to subtly steer the players back toward where the fun is, but you don't want to get into a contest with your players over the direction of the game.
4) Use your imagination. Be flexible. There is a lot of creativity in GMing well. If something gets skipped, or things don't go the way you plan, there is usually a point later one where you can reintroduce the ideas. Be patient and be creative. Don't be afraid of coincidences. Stories often depend on them. Anything that is reasonable and somewhat believable, if it is good for the game, can and often should happen.
5) Help your players play. Encourage them to RP. Encourage them to use dialogue, both with NPCs and each other. Help them understand the rules. Reward them for their creativity when it is really creative, and let them fail when they are really failing. Don't use so much kid gloves on them that they can never fail, or in the name of challenge never let them succeed and take control of the story.

You specifically ask about pacing. The answer to the question is let the players wander around doing their thing until they start to seem bored, lost, confused or frustrated. If this happens, it's time to hit them with next *bang* in the story to get the game going again. As you get more experienced, you'll be able to bring in your bangs in a more timely fashion so that the players have some freedom to act, but don't get bored. And if the players aren't bored but having fun, there is no need to interrupt them with more story.

If players are interrupting you, it means you were hogging too much spot light. You should only rarely be talking for more than a minute or two. Expository information dumps don't need to happen often, and when they do, you should find ways to get the information to the PC's in a more elegant fashion. Have NPC's do question and answer sessions more often than they do speeches. If you have a bunch of backstory you want to dump on the PC's, do it in a letter, note, or 'book' that you can print out and give to the players as a player aid. Better yet, give it in the form of a bunch of small player aids so each player can read part of it either outloud or handing the aids around among them.
 


If players are interrupting you, it means you were hogging too much spot light.

That's not necessarily true at all.
Over the years I've encountered plenty of players (in games I'm running & otherwise) who're simply rude. Some intentionally, most cluelessly.
In the games I run those who interrupt are simply told that I'll get to what they want to do once I've finished.
 

Have fun.

For every piece of gaming advice out there, I guarantee there is a game, maybe with people you know, that would be ruined by it. Maybe you want to ignore encumbrance. Maybe your wizard wants to keep track of every bit of string and bat guano. Maybe the party wants to spend the entire session helping Old Man Winters get his farm repaired. As long as everyone at the table, including yourself, is having fun go with it.
 

That's not necessarily true at all.
Over the years I've encountered plenty of players (in games I'm running & otherwise) who're simply rude. Some intentionally, most cluelessly.
In the games I run those who interrupt are simply told that I'll get to what they want to do once I've finished.

While it could be true that the problem a GM faces is that he has bad players, I much prefer to start any discussion with a GM on the assumption that the problems you are facing or could be facing are the GMs fault and can be corrected with GM skill.
 

[MENTION=4937]Celebrim[/MENTION] That is what I would like to believe. Table running skills.... how do I gain proficiency in that? lol
 

[MENTION=6983828]Ilmater[/MENTION] I recommend the Gnome Stew blogs and GM advice books. Also the Lazy DM book by Sly Flourish.

Google them
 

[MENTION=6983828]Ilmater[/MENTION] I highly recommend Matt Coleville's "Running the Game" videos on You Tube. Start with his first video: "Your First Adventure, Running the Game #1" here https://www.youtube.com/watch?v=zTD2RZz6mlo

Also, I highly recommend the Chris Perkins video where he ran an adventure for the Robot Chicken team. There is a DM Commentary version where he does a voiceover explaining what he is doing and why he makes certain decisions. You can find it here: https://www.youtube.com/watch?v=HA92_Hp04Sk&t=63s
 

I am a DM that has never played a PC before!!!

It helps to have at least played a few games, before running a game yourself. But watching videos of other people play does help.

but I am at a loss for what to do when players interrupt me during a dialog or descriptive scenario

Every group agrees upon their own style of playing. Frankly, I don't mind interuptions, and only on very rare occasions have I politely asked my players if I could please finish speaking. With dialog, I allow my players to interupt me at any time, because maybe they don't want to allow an npc to finish his sentence. That is totally fine.

With descriptions, especially of locations, it helps if you keep your descriptions brief and loaded with the most important details upfront. You can then add further details as the players ask questions about their environment. Whenever players enter a room they only want to know a few things:

-Is there any clear visible threat in the room (mention the red dragon first if there is one!)
-What is the size and shape of the room?
-Is it dark and can they see anything at all?
-What ways are there out of the room, and where are these located from their perspective?
-Are there any noteworthy details and/or furnishings?


You don't have to tell the players right away what sounds and smells they experience in the room, or the exact details of the walls and furnishings. The more you load your description with details, the more your players will forget, and the more likely you'll be interupted with questions. Instead, start with the basics, then as your players declare their actions, fill in the details. If they ask a question about the room, you are allowed to interpret this as their character looking around (which I consider a quick action at least). Bare in mind that if you're using an adventure module, they'll often include room descriptions that talk about "a door to the north", and that sort of description doesn't have a whole lot of meaning to your players, since they are not a walking compass. Instead, tell them that they see a door on the righthand side, or a fireplace straight across the room.

.... or skip a piece of my campaign that would explain more about what is actually going on

Whether this, or your next question become problems depends entirely on how you want to run your campaign. The players do not know what you have planned for them, so as far as they are concerned, they aren't skipping anything. They are simply pursuing what is of most interest to them. This may mean that in doing so they miss crucial information, to which I say, then spread out your information more. Don't make your adventure hinge on finding that one clue. And if that fails, you can always use an npc to spout some exposition to them, though in general I am not a fan of this DM-trick.

I've seen this trick abused a couple of times, where the players decide not to investigate something, so the DM declares that his npc investigates it for them, just to reveal a crucial bit of information. Don't be that DM. Be a bit smarter with distributing info across your campaign, and don't be afraid to move your content around behind the scenes.

... how do I get them back on track? How do I get the important information to them?

So how do you get them back on track once they are lost? Firstly, this depends entirely on whether there is a track at all. If it is a sandbox campaign, why do you care where they go? But if you do care a bit, you can always have them stumble upon a clue simply by moving the clue in their path. Alternatively though, you can also think about consequences if they do not pursue a crucial lead. Keep in mind though that you don't want to punish your players for going off track, and so it shouldn't feel like that to them. Instead, you can introduce interesting negative outcomes to them going off track, which should bring them right back on track in a session or two. If they don't kill the dragon, the dragon may burn a city to the ground, which the players then stumble upon. Once the players see the consequences of their choices, they will have an incentive to get back on track, and clear direction where to go.

For example, I had a sidequest for my players, where an ex-communicated monk asked the party to steal a holy relic from the local church. They declined. So, several days later the monk attempted the theft himself, got caught, and imprisoned. When the players visited the prison many sessions later to gather information on something unrelated, I had them run into the now imprisoned monk again. Thus this quest once again landed on their path in a way that did not feel contrived, and progressed the story in an interesting direction.

I try to think of the main plot and all the characters in it, as not just existing in a vacuum, waiting for the players to interact with it. The characters in the game world all have their own agenda and will continue about their business with or without the interference of the players. And sometimes I'll deliberately put the main plot on hold for a few sessions, so the players don't get tired of it, and can pursue other side activities.

I try to give the sand box feel but also am trying to maintain story progression.... what is the balance???

That is entirely up to you. Even sandbox campaigns have a narrative (usually, not always). You can have both. The trick is that with a sandbox campaign, you need to prepare several plothooks, and be ready regardless which one the players pursue.

I usually ask my players at the end of each session, where they are planning to go next, because this helps me prepare for the next session. I straight up tell my players that if they are planning to travel to a new city, to tell me, so that I can prepare accordingly. I think it's good to be this open to your players, because they understand that although they are free to go where they want within the sandbox, that the experience is ultimately more satisfying if you can prepare some content for them.

Now, sometimes even though my players are planning to set sail in the next session, they may linger at their current location for another session or two. That is also fine, because that just means I don't have to prepare as much.
 
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