Graf
Explorer
Re: Re: Advice for a virgin DM?
The best piece of advice: the story is about the players. Be willing (even look foward to) important NPCs suddenly dying and the whole plot getting unraveled before your eyes.
This is strangely comforting. I think I tanked my first four or five campaigns (over 5 or 6 years) before I got momentum and crossed that 2-3 sesson line.
THIS IS REALLY IMPORTANT!
Everybody loves having their opinion taken into account. You should aways make sure you take the chance to check up with people about what they think, how the game is going, etc. every game I've seen really colapse was fundimentally related to a difference of perception about what was going on between the players and the DM. I'm not saying that you should give up your ideas for you're players versions all the time. But you need to manage their perceptions.
Humility is often your best weapon, its hard to kick somebody who's trying really hard and being humble about how well things are going.
Your players will probably have a good idea of when you're in trouble and you can use that to their advantage.... if you say "I could have done that better." afterwards around dinner they'll understand and the more helpful ones will naturally come up with pointers or encouragement.
I also recommend keeping them focused on the game between sessions by sending out an email every few sessions saying something like: What does your character think about what's going on? How do they feel about the other characters? What are their plans for the future? And what do you think/what are your plans (as a player). Between every sesson is a bit much but doing it periodically can really let you keep your finger on the pulse and focus people on what they're doing. Its also a great way to feed the story because you can pick up what they're interested in easily and then weave it back into the main plot.
Re: MODULES
I recently got suckered into the "its a module so I don't need to prepare as much"..... (it hurt a bit....)
Modules are good because they have stats and they're relatively balanced but you should really study the module well. Make notes on post-its and stick them in the book. If you're using one of those modules that doesn't have stats in it make sure to prep the stats in advance on a sheet, index card, or something.
Re: RULES
My trick for any kind of ruling I don't want to deal with is to make it clear that if the PCs can do it the the NPCs can, and will, be doing it next round/encounter/whatever. Its a great way to encourage balance without straining your brain.
Example:
So if a bad guy is picking up a comrade's corpse and escaping, but your players are demanding an attack of opportunity for the body leaving the square (to be picked up). Just point out that it means that any time a player is down and someone tries to pick-up, heal, move the corpse the bad guy will be taking AoOs on them. Don't threaten, just point out. Often the players will quickly start moderating each other. I find this stops about 80% of rules arguements.
And if you don't know -NEVER- fake knowing. Say, "lemme check".
Re: Setting (like Buttercup said)
If at all possible run the game in a setting the players don't know that well. It's more fun for everyone.
If not then use the player's knowledge. If its not that important then let them get input into the world (where the inns are, what's availible for purchase, etc). They'll probably demand input anyway its better to make them feel like you value their knowledge.
Last thing (if you've made it this far):
Try to identify why the last game went wrong.... at the very least talk to the last DM and pick his/her brain. It sounds like there are some tough political currents in your game (that's not a bad thing) but you're fighting against a bad-dynamic, in a lot of ways that's harder than starting fresh.
oh, and good luck. when it works it's really worth it.
The best piece of advice: the story is about the players. Be willing (even look foward to) important NPCs suddenly dying and the whole plot getting unraveled before your eyes.
Piratecat said: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.
This is strangely comforting. I think I tanked my first four or five campaigns (over 5 or 6 years) before I got momentum and crossed that 2-3 sesson line.
Piratecat said:
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.
THIS IS REALLY IMPORTANT!
Everybody loves having their opinion taken into account. You should aways make sure you take the chance to check up with people about what they think, how the game is going, etc. every game I've seen really colapse was fundimentally related to a difference of perception about what was going on between the players and the DM. I'm not saying that you should give up your ideas for you're players versions all the time. But you need to manage their perceptions.
Humility is often your best weapon, its hard to kick somebody who's trying really hard and being humble about how well things are going.
Your players will probably have a good idea of when you're in trouble and you can use that to their advantage.... if you say "I could have done that better." afterwards around dinner they'll understand and the more helpful ones will naturally come up with pointers or encouragement.
I also recommend keeping them focused on the game between sessions by sending out an email every few sessions saying something like: What does your character think about what's going on? How do they feel about the other characters? What are their plans for the future? And what do you think/what are your plans (as a player). Between every sesson is a bit much but doing it periodically can really let you keep your finger on the pulse and focus people on what they're doing. Its also a great way to feed the story because you can pick up what they're interested in easily and then weave it back into the main plot.
Re: MODULES
I recently got suckered into the "its a module so I don't need to prepare as much"..... (it hurt a bit....)
Modules are good because they have stats and they're relatively balanced but you should really study the module well. Make notes on post-its and stick them in the book. If you're using one of those modules that doesn't have stats in it make sure to prep the stats in advance on a sheet, index card, or something.
Re: RULES
My trick for any kind of ruling I don't want to deal with is to make it clear that if the PCs can do it the the NPCs can, and will, be doing it next round/encounter/whatever. Its a great way to encourage balance without straining your brain.
Example:
So if a bad guy is picking up a comrade's corpse and escaping, but your players are demanding an attack of opportunity for the body leaving the square (to be picked up). Just point out that it means that any time a player is down and someone tries to pick-up, heal, move the corpse the bad guy will be taking AoOs on them. Don't threaten, just point out. Often the players will quickly start moderating each other. I find this stops about 80% of rules arguements.
And if you don't know -NEVER- fake knowing. Say, "lemme check".
Re: Setting (like Buttercup said)
If at all possible run the game in a setting the players don't know that well. It's more fun for everyone.
If not then use the player's knowledge. If its not that important then let them get input into the world (where the inns are, what's availible for purchase, etc). They'll probably demand input anyway its better to make them feel like you value their knowledge.
Last thing (if you've made it this far):
Try to identify why the last game went wrong.... at the very least talk to the last DM and pick his/her brain. It sounds like there are some tough political currents in your game (that's not a bad thing) but you're fighting against a bad-dynamic, in a lot of ways that's harder than starting fresh.
oh, and good luck. when it works it's really worth it.
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