Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
How do you mentally prepare yourself to DM? or Help me save my player!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Derulbaskul" data-source="post: 1386377" data-attributes="member: 1581"><p>I think the first thing to do is make sure you're relaxed before the game.</p><p></p><p>Next, try and win the players' confidence. Have a set piece encounter that uses a variety of rules: tripping, bullrushing, balance checks etc..., but carefully research those rules and take effective notes before running the encounter. And when you run the encounter, walk the players through it; teach them as you go. They will then learn you have a good grasp of some of the more obscure stuff... and then you will find it easier to have your later rulings accepted without argument.</p><p></p><p>I realise that this suggestion is contrary to other suggestions to "keep it simple" but if you start like this you will convince the players that you can competently deal with difficult situations. That makes the "simple stuff" that much easier to run.</p><p></p><p>As for the inevitable arguments, relax, and don't take it personally. Also, once you win the players' confidence sometimes you can simply say, "Let's not get bogged down here. I think it works this way. If I am wrong I'll compensate you later." I offer to pay a luck point (house rules mechanic but similar enough to other luck/fate/hero point systems out there) if I get a call like this egregiously wrong.</p><p></p><p>Also, don't be afraid to sit down with the player between games or to exchange emails. I have a few really argumentative players in the three groups I DM (basically, two have lots of RPG experience but sometimes wonder why our 3.5E games use different rules to 1E and 2E... really... and one just isn't particuarly intelligent so each week we, for example, have to go through the rules for spell penetration/resistance checks) but I've been managing the games to reduce the amount of time spent on these arguments by using a combination of tactics: emails and 'phone calls between games, asking other players to assist with the "player management" etc....</p><p></p><p>Anyway, DMing is convincing others that you are both confident and competent... a lot like real life, I suppose. Preparation is also a key. If you're well-prepared it is much, much easier to be confident.</p><p></p><p>One last thing: after DMing for 20+ years I still find that the most fun that can be had from a night's gaming is on my side of the screen. There's nothing more satisfying in an RPG sense than --managing-- a great night of gaming with tension, fun, intrigue, wonder etc....</p></blockquote><p></p>
[QUOTE="Derulbaskul, post: 1386377, member: 1581"] I think the first thing to do is make sure you're relaxed before the game. Next, try and win the players' confidence. Have a set piece encounter that uses a variety of rules: tripping, bullrushing, balance checks etc..., but carefully research those rules and take effective notes before running the encounter. And when you run the encounter, walk the players through it; teach them as you go. They will then learn you have a good grasp of some of the more obscure stuff... and then you will find it easier to have your later rulings accepted without argument. I realise that this suggestion is contrary to other suggestions to "keep it simple" but if you start like this you will convince the players that you can competently deal with difficult situations. That makes the "simple stuff" that much easier to run. As for the inevitable arguments, relax, and don't take it personally. Also, once you win the players' confidence sometimes you can simply say, "Let's not get bogged down here. I think it works this way. If I am wrong I'll compensate you later." I offer to pay a luck point (house rules mechanic but similar enough to other luck/fate/hero point systems out there) if I get a call like this egregiously wrong. Also, don't be afraid to sit down with the player between games or to exchange emails. I have a few really argumentative players in the three groups I DM (basically, two have lots of RPG experience but sometimes wonder why our 3.5E games use different rules to 1E and 2E... really... and one just isn't particuarly intelligent so each week we, for example, have to go through the rules for spell penetration/resistance checks) but I've been managing the games to reduce the amount of time spent on these arguments by using a combination of tactics: emails and 'phone calls between games, asking other players to assist with the "player management" etc.... Anyway, DMing is convincing others that you are both confident and competent... a lot like real life, I suppose. Preparation is also a key. If you're well-prepared it is much, much easier to be confident. One last thing: after DMing for 20+ years I still find that the most fun that can be had from a night's gaming is on my side of the screen. There's nothing more satisfying in an RPG sense than --managing-- a great night of gaming with tension, fun, intrigue, wonder etc.... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How do you mentally prepare yourself to DM? or Help me save my player!
Top