Advice for a virgin DM?

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.

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.
 
Last edited:

log in or register to remove this ad

Wow...thanks to everyone who's posted so far. I've got a wealth of knowledge here, and I'm picking up some key points and major themes. I would, however, like to address two of those points.

Many of you have mentioned (to paraphrase) "shooting the rules lawyer". There is a rules lawyer in the group. Beyond taking him out back behind the woodshed and introducing him to OTIS, how have other people handled rules lawyers?

Also, these players are EXTREMELY familiar with the Realms. Unfortunately, they're almost all quite familiar with Ravenloft, Wheel of Time, the Oriental settings, ShadowRun, the Star Wars settings, Middle Earth, Call of Cthulu, etc. Are there any settings out there that one could consider obscure? I've got some ideas for a home-brewed adventure, but I'm not sure that I'm ready to create and entire world around it.

Again, thank you in advance to everyone for the pointers and advice. There's a lot here to digest, but I do feel better about this whole DM thing...:)

~Box
 

Re: Re: Re: Advice for a virgin DM?

Graf said:
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 comment makes me curious. What did you do so wrong there that you were forced to stop the campaign?
 

boxstop7 said:
Wow...thanks to everyone who's posted so far. I've got a wealth of knowledge here, and I'm picking up some key points and major themes. I would, however, like to address two of those points.

Many of you have mentioned (to paraphrase) "shooting the rules lawyer". There is a rules lawyer in the group. Beyond taking him out back behind the woodshed and introducing him to OTIS, how have other people handled rules lawyers?

Also, these players are EXTREMELY familiar with the Realms. Unfortunately, they're almost all quite familiar with Ravenloft, Wheel of Time, the Oriental settings, ShadowRun, the Star Wars settings, Middle Earth, Call of Cthulu, etc. Are there any settings out there that one could consider obscure? I've got some ideas for a home-brewed adventure, but I'm not sure that I'm ready to create and entire world around it.

Again, thank you in advance to everyone for the pointers and advice. There's a lot here to digest, but I do feel better about this whole DM thing...:)

~Box

1 Rules Lawyers.

You can either say hold on, pull out the book and show me, or you can say, bring that up with me after the game, This is how I'm ruling now, and I'm the DM. Don't argue, either listen to what he's saying or pull rank for the sake of the story/combat flow.

2 Settings

There are a ton of obscure ones

There is Umbragia on here which is free as well as Daemonforge and I think Dusk.

Commercially, There are a lot: Penumbra's Nyambe (african) MEG's Hunt rise of Evil (dark dreams horror setting), Living Imagination's Twin Crowns (heavily naval and high magic setting), Arcanis from Paradigm (I think, some dark fantasy again), Troll Lords have the Worlde of Erde(sort of germanic), I think there is also a five dollar pdf about an elemental world.

You can take any obscure fantasy book you've read that you liked and are familiar with and make that your own, perhaps with a few thinly veiled name changes.

With any of these you can usually take published modules, read carefully, modify a little, and plug and play.

And these are just sticking with standard D&D tech levels. There is also dragonstar, historical ones from Avalanche press, etc.
 

boxstop7 said:
Many of you have mentioned (to paraphrase) "shooting the rules lawyer". There is a rules lawyer in the group. Beyond taking him out back behind the woodshed and introducing him to OTIS, how have other people handled rules lawyers?

I'm occasionally the weest bit of a rules-lawyer myself, and I'm not convinced that this is the best idea. Instead, implement a policy of the 1-minute rules-check:

If someone thinks you're ruling something wackily, they've got one minute to look up the ruling and show it to you. You'll then decide on how to handle it, and there's no more discussion until after the session.

Meanwhile, ask the rules-lawyer to point out mistaken rulings that work in *favor* of the PCs as well. The other rules-lawyer in our group recently did this for me:

In a big battle, a cultist cleric was hit with an Otiluke's Resilient Sphere. Later, a PC cultist positioned a flame strike to cover the cleric and another villain. Lacking a clear ruling and feeling expansive, I decided that cylinder-spells are not burst spells, and so they're not blocked by things like an ORS.

Later, the cleric's player, a rules-lawyer, sent me a passage from the SRD confirming that cylinders were essentially funkily-shaped bursts. His flame strikes just became slightly less powerful.

Encourage your rules-lawyer to do the same thing.

Daniel
 

virgin DM

Try to get one of your players to keep a chronicle of what happened during the proir session and begin each new session by having the player read it. this is esp. helpfull if there are several weeks between sessions as it refreshes everyone's mind about the last game.

where to run. Try the Scarred Lands. there is a lot of material out there for it and several of us post about it onthis site.

Make it clear to your rules lawyer that if you want/need his help you will ask (and if you need it then ask) but also make it clear that you are running the game not him/her. once you loose control of your game its difficult to get it back. Also let the players know that it's your first time DMing and tell them that if they have issues to talk with you about them but outside the game preferably between sessions so you can correct any problems.:p
 

Just to chime in...

Most DM's I've met have had to learn the process on their own. At some point in the past the idea of apprentice DMing seems to have gotten lost. Yes, there is some great advice on this thread, but I would think your greatest asset is the "very experienced DM" you mentioned early on. If you can, try and learn from him or her. If necessary, this may even be sitting behind them via show-and-tell, when they're running a game. Or maybe doing mock sessions with them. I'm not saying that you shouldn't think about how to DM your own way, but there are a vast number of both big and small things involved where an experience teacher can be invaluable.
 

If you feel uncomfortable with running a campaign setting alien to you, then there is no harm in sticking in one you and the others know, such as the Forgotten Realms.

However, remind the players of this one caveat:

Remind them that this will be your first time DM'ing, and soe things that you do or introduce might not jive completely with an official Realms book. If it doesn't have them remind you AFTER the session. Just let them know you are getting a feel for the campaign, and cut you a little slack the first time out.

Chances are, most players will cut slack for a first-time DM - especially if they have ever DM'ed before themselves. Also, by reminding them to bring up discrepancies AFTER the session, chances are they will forget to bring up 75% of them. :) The ones they do bring up (like, for instance, Waterdeep was ruled by a dictator in a red and yellow Clown outfit named Zorba the Orc), will likely be really BIG ones.

In addition to the above advice, I would tell you: Don't sweat the small stuff. If you as a first time DM try to tackle EVERY little detail, you will make your experience miserable. But do keep in mind the hints about keeping combats orderly, writing down majorly consistent plot points that were revealed or that you dreamt up during the session, and KEEPING your world consistent where you can, then you should have a lot easier go of it.

And Wandering Monster was right. Your first time may not be a success. That doesn't mean you shouldn't jump right back in.
 

boxstop7 said:
Also, these players are EXTREMELY familiar with the Realms. Unfortunately, they're almost all quite familiar with Ravenloft, Wheel of Time, the Oriental settings, ShadowRun, the Star Wars settings, Middle Earth, Call of Cthulu, etc. Are there any settings out there that one could consider obscure? I've got some ideas for a home-brewed adventure, but I'm not sure that I'm ready to create and entire world around it.

Again, thank you in advance to everyone for the pointers and advice. There's a lot here to digest, but I do feel better about this whole DM thing...:)

~Box

Well not to toot my own horn...but there is the Scarred Lands. :) That, Oathbound and even just making an amalagamated version of Greyhawk and the Realms might work...But if you want a world they NEVER heard of, has some great magic potential, plus gods, heroes and monsters of meaningful challenges, come to the Scarred Lands! :)
 

Voadam said:


1 Rules Lawyers.

You can either say hold on, pull out the book and show me, or you can say, bring that up with me after the game, This is how I'm ruling now, and I'm the DM. Don't argue, either listen to what he's saying or pull rank for the sake of the story/combat flow.

2 Settings

There are a ton of obscure ones

There is Umbragia on here which is free as well as Daemonforge and I think Dusk.

Commercially, There are a lot: Penumbra's Nyambe (african) MEG's Hunt rise of Evil (dark dreams horror setting), Living Imagination's Twin Crowns (heavily naval and high magic setting), Arcanis from Paradigm (I think, some dark fantasy again), Troll Lords have the Worlde of Erde(sort of germanic), I think there is also a five dollar pdf about an elemental world.

You can take any obscure fantasy book you've read that you liked and are familiar with and make that your own, perhaps with a few thinly veiled name changes.

With any of these you can usually take published modules, read carefully, modify a little, and plug and play.

And these are just sticking with standard D&D tech levels. There is also dragonstar, historical ones from Avalanche press, etc.

Shame on you Vo! You forgot this little one, the Scarred Lands! ;)
 

Remove ads

Top