Advice for a virgin DM?

advise for virgin dm

:p

Well, obviously you have to get out and meet people. The more people you meet the more likely you are to meet someone you like. Don't put to much emotional pressure on the other person, just go out and have some fun. Don't be afraid to ask people out, after a few rejections you'll realize that rejection isn't that bad, and you have to take risks.
 

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I've found that, like most things, GMs can be divided into a few categories. Lousy, Fair, Good, and Great.

Being Fair is pretty easy. Keep your world consistant, don't be a jerk, and listen to your players.

Being Good is quite a bit harder. This requires you to be able to grab your player's attention and get them interested in the game. Other comments in this thread are a good start. I highly recommend www.roleplayingtips.com


Being a Great GM, though, is a matter of both talent and experience. Others have already answered your questions on the normal level. Here's a much deeper set of answers to keep in mind, but not necessarily stress over at first.

1) Is there anything that all of you, in your numerous collective years of experience, feel that a virgin DM should know?

The whole purpose of playing a game is to have fun. I know this seems obvious, but it is actually quite easy to overlook in the middle of a game. Inter-player personality conflicts, boredom, dissatisfaction with the plot, with thier character, with their die rolling, with your descriptive style can all lead to a lack of fun on the part of a player.

As a GM, it falls to you to keep track of everything, all at once. Don't forget to keep a good eye on your players. Every couple of minutes, at breaks in the action or the flow of the session, sit back and study your players. How are they sitting? What are they looking at? What are they talking about? Who isn't saying much? Why? Being able to attend to your players' wants and moods, and adjusting the flow of the action to compensate makes a big difference in their enjoyment of the game. Ideally, they shouldn't even realize that you're doing this, but only that they're having a great time.

While consistency in your world is vital, so is attention to detail. Don't let the game world just sit there until the players interact with it. Have it come to them. Have a dog start barking at one of the PCs while they pass through town. Have a squirrel be watching in the woods. Use the weather! Snow and rain are great tools to add life to a world. Have things happen for no other reason than to add life to the world. It's the little things that make a difference. What's great is that it doesn't really take much to do this. Just a touch here and there is all you need. Minor things that sell your world to the players.

Keep in mind that, as a GM, you're a teller of stories. Like any movie director, novelist, playwright, or bard you're attempting to achieve a suspension of disbelief from those experiencing what you present. As such, study the arts. Remember the five parts of a story arc you were/are presented with in school? Intro, Rising Action, Climax, Falling Action, Conclusion? These aren't just topics to memorize for an english test. It's a time-tested technique to forming a story that WORKS.

When you watch a movie or read a book, watch how the author/director presents the world. Study the techniques they use to sell the action to the audience. There's loads of learning material for an aspiring GM surrounding you every day. Learn to notice it, and then learn from it.

Finally, don't script your players. Unlike actors in a movie, or characters in a book, they're not yours. Don't try to force them to become so. And, even more importantly, don't become discouraged when you can't tell the story you want.

Remember, the story revolves around the characters, and through them, the players. That doesn't mean you should make them the center of all creation, but you should tailor what happens to suit their own view of the world.

Remember, in an RPG nothing has meaning except in relation to the PCs. Think about this fact. Don't forget about it.

Let the world breathe. Let it, and the story within it, flow naturally. When you've truly reached that point, GMing is tiring, but the easiest thing in the world, because it all comes naturally, as if you're merely a channel for the world that exists in your mind. It should take on a life of its own, and make it's own decisions. When you become nothing more than a tool by which the world is envisioned, then you've gotten it right. And your players will love you for it.

2) How exactly do you DM a good session?

In the same way that the game world only exists in relation to the PCs, the way you GM should be based on the players, and the way they view the world. Try to cater to your players interests, but at the same time, keep pushing them to become more than they are. Challenge them!

When I say challenge them, I'm not talking in relation to the difficulty of the scenario, though that is iimportant too.

Sculpt things to make your players think. Put their characters in situations that make them question themselves.

Example: I was running a fantasy cyberpunk GURPS game where the players were cops in chicago in the year 2114. A werewolf was murdering people in their downtown apartments. Now, normally this would be a simple matter of lock-and-load-the-silver.

I didn't want that. It's too easy for them to just go into kill-mode and wipe out the menace. What's more, it's too easy on the players. They're used to thinking according to those lines. It becomes routine.

So, instead I decided the werewolf was, normally, a 12 year old at a local orphanage, who had severe mental issues.

When the players discovered this, and I made sure they would BEFORE they encounted the beast, the expression on their faces was priceless. Killing a slavering beast is one thing. Knowing that it's a young girl you're pointing your silver-loaded boomstick at is something completely different.

My whole point is that to make a session good, you have to snare your players. Get things going using stuff you know they'll jump in to (like an murder investigation that looks like it'll turn into a kill fest, always popular among my players) and then throw them for a loop. Make them question their own means.

When you get them to question, you get them to think. And when you get them to think, you've captured them into your world.


3) Would you recommend using a module at first, just to get used to DMing?

I suggest READING a few. They're great for learning how to put a good story together.

Just don't use them as a crutch.

Develop your own style. Don't ever run anything out of the box. Modules are generally written for an assumed 'ordinary' player. Adjust or re-write every module you use for who is going to be playing (the players AND the characters), and for your own GMing style (which you hopefully will develop as you gain more experience).

Most modules, when run straight, are awfully dry. Make it your own, and tune it for the audience.


4) If the players are more experienced than myself, will that matter?

Depends on the style of game being run, and the style of the players. Hostile, rules intensive, demanding players are a nightmare for beginning (and even experienced) GMs. If you have these, drag at least one aside and co-opt them into playing on your side. Find the one who's best at (and enjoys) keeping secrets, and give them a PC that is almost an NPC. You'll put the party on an internal leash, and it falls to that player to make sure the game runs smoothly, regardless of your level of experience, because you're letting that player play something so cool!

Creative, inspirational, and self-driven experienced players, on the other hand, are a joy to work with. Just give them a world to play in, a few leads, and some toys to play with and they'll write the story themselves, with little help from you, regardless of your level of experience. If you have these, just make sure you don't stifle them. Work with them, rather than against them.


5) What's the hardest/most time-consuming/disliked aspect of DMing?

Running a zillion NPCs all at the same time, in the same scene. Good NPCs have their own style, motivations, and tactics. When you have a bunch of these together all at once, and having to deal with a bunch of players vying for your attention, you can wind up with one WHOPPER of a headache really fast. It can also literally drive you nuts trying to stay inside the head of multiple different NPCs at the same time.

Oh, and playing two NPCs talking to each other, with the players listening, can be really tough to do right. Try to avoid this situation at all costs.


6) And finally, How did your first DMing experience turn out?

Well, since I was 11, it went quite well. The players killed a bunch of critters, looted the place, and were eager to buy new weapons and armor so they could kill more stuff.

I don't recommend this as an example, though. :D
 
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Yeah...I didn't read any of the other posts

I pretty much just read the subject line, but I think the cheeky advice I'm giving works for DMing too...

You'll know when your ready.

You'll get better with practice.

The first time is usually disappointing.

It's always important to arrive prepared. Don't expect that anyone else will take care of that.

Don't focus too much on any particular area. No one wants to feel left out.

If you feel uncomfortable with something, share that. You'll likely get some help.

Tabletop is best.

Online is just so impersonal.
 

You also might want to consider changing campaign settings. While there's nothing wrong with FR as a setting (this is debateable by some, but for the sake of time we'll all just say yes.) but I think for a Virgin Dm, either making up one, or just using elements from the core make for easier game play. I also think if you feel VERY uncertain about rules, having a sort of "default" world makes it easy for you. By that I mean if you mess up in some fashion and your "experienced" players cry foul, it's easy to say "This is my world" with out feeling like your violating something funademental about the world.

That's just my two cents.
 

Re: virgin

Sanackranib said:
as Zappo said rule #1 don't give out to much treasure or magic, nothing can unbalance your game faster. On the flip side don't put in a series of monsters that require magic weapons to hit if the party doesn't have them.
This gives me the occasion to elaborate. The reason for which giving out too much XP/treasure is the worst thing you can do is that XP/treasure is very hard to take away and the players really, really hate it when that happens. Just watch how the average character flees in terror from an energy-draining undead or rust monster. On the other hand, if you happen to have been too stingy, you can easily hand out more XP/treasure to correct (the players will be happy too).

On the magic weapons vs. DR monsters. DR exists for some reason, so you don't have to use those monsters only when the players have the weapons to hurt them. Every now and then, a fight against a creature that the characters have a very hard time damaging, or that only one character can hurt, or that is invulnerable and forces the PCs to flee, is a cool challenge (up the EL accordingly).
 

boxstop7 said:
1) Is there anything that all of you, in your numerous collective years of experience, feel that a virgin DM should know?

Don't run your game in the Forgotten Realms, or in any setting the players know too well. It can be annoying and intimidating to a new DM if the players bring in meta-game knowledge. They aren't as likely to do this if they know nothing about the world. Also, if it's your world, you have more fudge room. Don't want your orcs to be so predictable? Give them a bonus to intelligence, a love of poetry, and an allergy to gnomes.

2) How exactly do you DM a good session?

You have to be ready for anything. Expereienced DMs can pull stuff out of the air in response to player actions. The rest of us have to do a great deal of planning ahead of time. I've got a whole notebook of pre-generated NPCs, sorted by class & level, with brief back-stories. (Download Jamis Buck's NPC Generator, and you, too can spew them out by the hundreds.) I also have several inns, taverns, shops and such generated. I have floor plans, NPC proprietors and customers, and several plot hooks for each establishment. If the PCs don't visit Selwick's Spell Shop when they are In Oakdale, maybe they'll want a spell shop when they reach Greyforge. In which case, I'll change the name to Urwim's Spell Shop, and leave everything else the same. I'd also recommend thinking ahead of time about your monster palette. Do you favor orcs, goblins, and hobgoblins? Lizard types? Bandits?

I've found that if I think all this stuff through ahead of time, I have more confidence, and I can move things along much faster. This makes me look like I know what I'm doing, :rolleyes: and so the players trust me. But then, I have really cool players.

3) Would you recommend using a module at first, just to get used to DMing?
Absolutely. I'd recommend Wizard's Amulet & Crucible of Freya, or the Freeport series, or one of the low level Kalamar adventures, depending on what sort of feel you want. Modules will make your life so much easier until you really get confident in your skills.

4)If the players are more experienced than myself, will that matter?
Not unless they're jerks. If everyone is in it to have fun, rather than to bully or get ego stroking, they'll cut you some slack if you make mistakes. And, to paraphrase the Bard of Avon, "First thing we do, let's kill all the rules lawyers!"

5) What's the hardest/most time-consuming/disliked aspect of DMing?
I think this is different from person to person. If you hate making maps, that's the task that you will struggle with the most. If you like mapmaking, but have a tough time cobbling plots together, then that will be the part that is most traumatic for you. Personally, I don't have a part that I dislike, but I do take a long time to come up with intertwining plot hooks, especially if I want to create a mystery.

and finally, How did your first DMing experience turn out?
My first experience was online, in a message board game. Two of the players didn't bother to post regularly, leaving the other three to carry the story. I made some mistakes, and got some things confused. But all in all it was ok. Good enough, anyway, to convince me that I like DMing.

I hope you have a great experience, boxstop. The intellectual challenge of spinning a good story for your players can be loads of fun, and really rewarding. May your players be as kind to you as mine have been to me.:)
 

Excellent advice, especially from Mortaneous and Zappo. There are two books out right now on how to be a good DM. One is by Robin Laws and is excellent; it's a relatively thin paperback, called something like "Secrets of Good Gamemastering" (anyone know for sure?). Track it down if you can.

And if it doesn't run perfectly the first time, don't fret. I've ended up with a couple Gencon GMing awards, but (20 years ago!) the first time I ever tried to DM my players walked out on me. Oooh, that hurt. So I tried to get better. :D

If I could offer any advice, it would be to get feedback from your players after every game. Learn what you need to work on, and try to improve those things. And go have fun!!
 

virgin DM

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This gives me the occasion to elaborate. The reason for which giving out too much XP/treasure is the worst thing you can do is that XP/treasure is very hard to take away and the players really, really hate it when that happens. Just watch how the average character flees in terror from an energy-draining undead or rust monster. On the other hand, if you happen to have been too stingy, you can easily hand out more XP/treasure to correct (the players will be happy too).

On the magic weapons vs. DR monsters. DR exists for some reason, so you don't have to use those monsters only when the players have the weapons to hurt them. Every now and then, a fight against a creature that the characters have a very hard time damaging, or that only one character can hurt, or that is invulnerable and forces the PCs to flee, is a cool challenge (up the EL accordingly).

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Ditto! you can always add but its a royal pain to take away. Tell your players not to get too attached to their stuff, as the old rogue says " stuff moves on ", stuff is stolen, broken and somtimes fails its save but any way you look at it stuff moves on. So if you error do it on the side of a little less stuff. you can always add more down the road if you have to.
 

DONT let their current characters into play yet!
Tell you need to run a couple of 1st level dungeons.

Do you get along with all of the people?
If one a rules lawyer shoot him!

If they have not played in some low level modules buy them and run them.

RAILROAD them. IF the CRY tell you trying to LEARN to DM and need practice.

Most Modules are railroads.
If they are open they don't include a time key where other NPCs will solve the problem.
Think about it Captain Kirk and Nero Wolfe was always on the spot to the problem.
But if the Purple Pimply Problem Players want to score on the mayors wife while Jack the Orc Male Stripper is terrorising the local mall. Let CSI Cops take down the orc and let the party suffer.
This does not mean they can't five with the doughnut dollys. Just not the whole day.

Stick with the core books and any other book which you OWN!.
If you make a MAJOR MISTAKE correct but don't do a rewind.
Um Killwin forgot to give a saving throw last week when the mind flayer bear hugged and ported.
Just in the morning you hear this crash in the chimmey and find Killwin in the soup pot with no memory of what happen.
Do fix the small mistakes. Let them go. If the burned 3 spells from the scroll instead of two don't worry about it.

YOU HAVE FUN! LET the PLAYERS SUFFER while you learn.
 


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