kengar
First Post
Excellent advice Olgar.
Here are a few tidbits I've found helpful:
Have a list of NPC names (male & female, various races). Also, have a list of physical features and personality/mannerisms. When the party meets someone -especially when you've been forced to "wing it"- take the next appropriate name on the list, pick one or two features and mannerisms and use that to "insta-build" the NPC. Take notes so you remember that the storekeep in that town is "Luther, the fat man who stutters." It really makes the setting come alive (and also limits metagaming) when it's not just the "important" NPCs who have descriptions and names.
For hooks, ask your players when they make their characters to include backgrounds. Even a paragraph or two is a big help. Give a few XP for a nice background write-up; especially if it includes any potential "hooks" like potential enemies, etc. Make notes of these hooks and try to work them (eventually) into your campaign.
To steal a page from Robin Laws' book on GM-ing; different players have different ideas of what's fun. Some like in-depth roleplaying, some just want to hack stuff, etc. Try to determine what kind of players make up your group and include a little something for everyone (i.e. A juicy combat for the butt-kicker, some interesting NPCs to talk to for the RP-ers, etc.).
Pacing. Pacing is key. Try to "read the room" and keep things moving. If folks are getting bogged down in rules debates or side-chatter, it's time to pick up the pace in the adventure. Make up a few "drop in" encounters (NPCs, monsters, etc.) that you can toss at the characters as needed. Nothing that would totally de-rail the adventure, but just get everyone focussed back on the game. Bandits on the road, a rich noble running into the run claiming to have been robbed, etc.
Also, if the party gets too bogged down in debate about how to proceed, or if they are way off-track and aren't taking "in game" hints; don't be afraid to "take the DM hat" off and let them know they are wasting time. You don't want to do this TOO much or give any big secrets away, but once in a while it may be the best way to get things moving again.
After the session, ask for player feedback. What did they like? What didn't they like? Obviously, if they didn't like the fact they rolled a "1" on their Save and their +2 Longsword got melted down as a result, that's not a reflection of your DM-ing skills!
Your players are the best judges of how you're doing. Most of them recognize how hard it is to be the DM and will cut you a goodly bit of slack. Again, take notes of what they tell you and make the best use of it.
That's my ramble, hope it helps.
Here are a few tidbits I've found helpful:
Have a list of NPC names (male & female, various races). Also, have a list of physical features and personality/mannerisms. When the party meets someone -especially when you've been forced to "wing it"- take the next appropriate name on the list, pick one or two features and mannerisms and use that to "insta-build" the NPC. Take notes so you remember that the storekeep in that town is "Luther, the fat man who stutters." It really makes the setting come alive (and also limits metagaming) when it's not just the "important" NPCs who have descriptions and names.
For hooks, ask your players when they make their characters to include backgrounds. Even a paragraph or two is a big help. Give a few XP for a nice background write-up; especially if it includes any potential "hooks" like potential enemies, etc. Make notes of these hooks and try to work them (eventually) into your campaign.
To steal a page from Robin Laws' book on GM-ing; different players have different ideas of what's fun. Some like in-depth roleplaying, some just want to hack stuff, etc. Try to determine what kind of players make up your group and include a little something for everyone (i.e. A juicy combat for the butt-kicker, some interesting NPCs to talk to for the RP-ers, etc.).
Pacing. Pacing is key. Try to "read the room" and keep things moving. If folks are getting bogged down in rules debates or side-chatter, it's time to pick up the pace in the adventure. Make up a few "drop in" encounters (NPCs, monsters, etc.) that you can toss at the characters as needed. Nothing that would totally de-rail the adventure, but just get everyone focussed back on the game. Bandits on the road, a rich noble running into the run claiming to have been robbed, etc.
Also, if the party gets too bogged down in debate about how to proceed, or if they are way off-track and aren't taking "in game" hints; don't be afraid to "take the DM hat" off and let them know they are wasting time. You don't want to do this TOO much or give any big secrets away, but once in a while it may be the best way to get things moving again.
After the session, ask for player feedback. What did they like? What didn't they like? Obviously, if they didn't like the fact they rolled a "1" on their Save and their +2 Longsword got melted down as a result, that's not a reflection of your DM-ing skills!

That's my ramble, hope it helps.