How to DM your first game (Long)

delericho

Legend
I wrote this about a month ago for the benefit of a few friends of mine. They found it useful, so on the grounds that others might, I present it here. Please note that I'm not going to claim this is the definitive guide to the subject, just some ruminations that I think might be
useful.

Note: the original version was written with occasional lapses into language that is unacceptable here. I've changed the text accordingly, but it leaves some areas reading a bit oddly. They should still make sense, though.

How to DM your first game

I've been running games since 1988. Fortunately, those 17 years are reflected in the way I run games - it's a good thing I'm not still running them the way I did back then.

However, there is a problem when a new GM steps into the hot seat - he's almost guaranteed to face at least one player who knows how it's all done through years of hard-won experience. With a view to reducing some of the terror that this might cause, here are my thoughts on how a new GM should run his first few sessions...

Preparation

The cardinal rules here are as follows: prepare thoroughly, and keep it simple.

Some GMs prefer to run the game by the seat of their pants, and some just can't be bothered to prepare. However, until you know you're in one of these camps, you need to make sure you are well-prepared. Until you know you can fly blind, don't risk it.

Additionally, you may have grand dreams of an epic campaign spanning years of real-time and generations of game-time, featuring every creature in the World of Darkness and your twenty new bloodlines, but if you try that for your first game, you'll never get anywhere. Trust me - keep it simple.

Know the Rules

Whichever game you are running, you need to know the rules. And you need to know them well. Read the rulebook for the game through in its entirety, preferably twice. Ideally, sit in on a game in the same system being run by another GM, preferably one who doesn't use many house rules.

When preparing your first game, you should not use any supplements, nor should you use many house rules. It's probably best to use NO house rules at all, even omitting published rules. While it may seem simple enough to ignore the rules for Attacks of Opportunity, there is a danger that they will affect other things, and cause you more trouble down the line. Of course, you could seek advice from an experienced GM in this regard, and find some rules that can be ignored safely, but if in doubt, use the rules as written.

It is, of course, easier to use a rules-light game for the first session than a rules-heavy game. So, Vampire rather than Rolemaster. (D&D is a bit of a special case, so I'll cover that later.)

Plotting

Keep the plot for your first game simple and iconic: "Sabbat war-ghouls have been seen at the docks, the Scourge press-gangs the PCs to deal with them.", "The Empire has built a secret new battle-station. The plans are held in a bunker on Kessel. Go steal them.", "Our researchers have found the Staff of Death in a hidden tomb. Drow raiders are currently en route, and you must beat them to it."

Prepare the first adventure to last one or two sessions. It might run short, or run long, but that doesn't really matter. Your target is just to help you work out the length of the plot. You probably want three combat encounters, two role-play encounters and one 'other' encounter per session. The encounters should all be straight-forward, whether involving getting necessary clues, sneaking past the guard, or hitting things.

The 'other' encounters are the place where you want to let your own style come out, and are something you definately want to include. These might include a puzzle (but tread carefully here), reveal a plot-twist, or otherwise do something interesting. Just be sure to have a back-up plan in case this encounter falls flat.

For example, if your special encounter is a puzzle, you need to assign a real-time limit on it. If the players don't solve it in, say, twenty minutes, you move on. Also, make sure you have a plan for if the puzzle is solved in an unusual way. Likewise, if you're using a plot twist, make sure you plan for both the case where the players spot the twist and react accordingly, and also for the case where they either miss the twist, or just choose to ignore it.

Don't Sweat the Small Stuff

If you find you just can't remember the five hundred variations on class and race combinations that are possible, or you get dizzy looking at dots on a character sheet, or you can only think of one good role-playing encounter, don't worry about it. The target is to get a game session or two under your belt, not to beat Robert Jordan in the creation of a pointlessly-epic fantasy yarn.

Running the Game

So, you're all prepared, and the game night is scheduled. You're going to run a game, and you're terrified. Well, never mind. Here's how you're going to do it: smile, fake confidence, and bluff your way out of trouble.

Arrive First

Before leaving the house, preferably the night before, gather everything you need for the game together. Check you have everything you need. Pack it in a bag together, and make sure you have it with you when you leave the house. Arrive at the location of the game no more than an hour, and no less than ten minutes, before the game is due to start.

If possible, try to get to the location of the game before anyone else. This will give you a chance to unpack without distraction, and let you get a feel for the location. Once you've unpacked, go get a sandwich, read a book, or otherwise distract yourself. Do not drink either coffee or alcohol at this point - you neither want to be hopped up or drunk for your first session.

As the players arrive, make light conversation, but try not to discuss the game. The time for that will come.

Starting the Game

For your first game, you'll want to be using pre-generated characters. Really, I mean it.

At the start of the game, once everyone has arrived, hand out the characters. Explain that it's your first time, and ask for the group's understanding (unless they already know, of course). Explain also that you're using the core rules only, without variation, and ask for rules-chatter to be kept to a minimum. If you forget something, the you're sorry but that's life. Also, if you make a ruling, you're going to stick to it.

Ideally, the more experienced GM's in the group will then take it upon themselves to rein in the rules-lawyers in the group, unless they are the rules-lawyers. In any event, most players won't intentionally wreck the first game of a new GM, if they know it's the first game of a new GM. However, if you don't explain all these things I've stated above, they might assume you know what you're doing, and engage in their normal game-destroying antics.

(Of course, you might encounter a player who's determined to be a pain. Sadly, in that case, you're stuck. But that would apply whether it's your first game or your 100'th, and whatever you do, so that's life.)

You also probably want to explain to the group that the start of the adventure is going to be a little bit rail-roaded. Basically, they have to go on the adventure, or the whole thing falls apart. Again, the group should understand, and will get down to playing. However, be aware that you only get to do this for your first game, and you only get to do it to get the group into the adventure - once they're hunting for the Staff of Death, about to land on Kessel, or otherwise involved, they get to call the shots.

Take a Deep Breath...

The players have their characters. They've heard The Talk. They're looking at you eagerly. Time to begin.

Take a deep breath, and start to speak, slowly a clearly. "A long time ago, in a galaxy far, far away..."

Seriously, take a minute to outline the situation at the start of the adventure. Then describe the initial situation in front of the players, and ask them what they do. And take it from there.

During the Game

During the game, you're mostly on your own. Once you've started, you should be fine. Try to keep the pace up, if things slow down have a bunch of Stormtroopers/Sabbat ghouls/Drow kick in the door. And don't worry about things - you are doing fine.

If a rules question comes up, just make something up. Want to sneak past the Drow? Probably a Move Silently roll. Go for a DC of 20, that's usually a good number. Really, if you don't just know the answer, and none of the players can supply it off-hand, then who cares whether you get it right? Just choose something that sounds right.

If there's a rules dispute, you have three options. Option one is to ask the most experienced DM around the table for his opinion, and go with that. You get to do that once. Option two is to pause the game, check the rulebook, and use that. This is fine, but hurts the game every time you do it.

The best option is option three. Make a ruling, and stick to it. As long as it sounds good, who cares whether it's a Bluff or Perform(drama) check to play dead? If in doubt, favour the outcome that's least likely to kill a PC.

If you are faced with a player being a nuisance, you have a problem, probably the only serious problem you can possibly face. He might insist that his interpretation of the rules is correct, regardless of what you say. He might insist on his character going off alone, or not going on the adventure. Or he might instigate PC-vs-PC conflict (which is a sure sign of a nuisance player in a GM's first game, by the way - such things are fine normally, but not for the GM's first game).

There is no one true way to deal with a nuisance player. You just have to keep your cool, and stick to your guns. If it's a rule call, make your decision and don't back down. Even if he points to the rule in the book - it's your game, and you've made your decision. If he refuses to go on the adventure, ignore him. If he insists on splitting the party, do your best to improvise. If he instigates pC-vs-PC problems, let the players deal with him. Try to minimise his disruption, and move on.

Faking Confidence

So, you're absolutely terrified, but you have to appear confident. How does one achieve this goal?

Well, this is where your preparation shows its value. Since you know the rules, you can make judgements, secure in the knowledge that you know what you're doing. Since you know the plot, you can move it forward confidently.

Two other things to remember: it is more important for something to sound good than to be right. So, make a judgement that sounds about right, and you won't have any problems. Secondly, if you keep things moving, you won't have time to be nervous. Keep the plot light and fast-paced. If it bogs down, do something to speed it up again. And if you do this, a good time will be had by all. And that's really the trick, isn't it?

If it All Goes Horribly Wrong

You planned a great set of set-piece battles, followed by the revalation that the Scourge was working for the Sabbat all along, then a battle against the Scourge. Unfortunately, you overestimated the capabilities of the PCs, and they were all just killed by the wheelchair-bound octagenarian with her umbrella. Or you forgot that one PC could dominate the Scourge, and said PC commanded him: "Tell me the truth - you're working for them, aren't you?"

Well, stuff happens. Laugh it off, and don't make the same mistake next time.

After the Game

Take in the character sheets, and start preparing for the next game. Now you're a GM, you never get to quit.

Try to think of three things that you did well in the game, and three things you would have done differently. Next time, emphasise the good, and do the other things differently. If you made a mistake, admit it and learn from it. It's really no big deal.

In the unlikely event that you offended anyone, apologise, and claim you were under a lot of stress, and were acting like a fool. They will understand.

If you had any experienced GMs in the group, take some time to ask what they thought, and what they might have done differently. Typically, they will know a few tricks you don't, and they should be willing to offer advice.

And that's about it.

Using D&D

There's no denying that D&D (3.x) is a very complex game, which would normally make it a very poor choice for a first game. However, there are a few factors that can change that assessment:

1) Pre-generated worlds/adventures. If you don't need to create a setting for the adventure, or don't need to create an adventure, much of your preparation becomes easier.

2) DM tools. The CR system in D&D is quite complex, but it is also extremely useful. If you build a normal D&D party of 4th level, you know that most EL4 encounters are about right for the party. This is extremely useful, especially when compared with games like Vampire, where it can be hard to work out just how tough your Brujah thug should be.

3) Familiarity. Almost every gamer knows D&D, at least a bit. You already know most of the rules, so why not use that?

4) The D&D basic set is intended for novice players. You might well find this a useful way to get into running games.

Ultimately, for a first adventure, I would almost certainly recommend Vampire (the Masquerade), Star Wars (d6) or Warhammer Fantasy Roleplay. However, since only one of these is actually in print, you may prefer to go with what you know.
 

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As a fairly new DM, I think the advice given here is very good. Have you considered submitting it to roleplayingtips.com?
 

Actually, if you touch it up a bit more, you could post it here at enworld in the articles system (see the top-right section of the site's homepage).

Some additional advice:
when a player tries to go off alone, they're trying to get more attention than the other players. Additionally, few DMs are prepared for this, so they have to make stuff up, or tone things down so the PC doesn't get killed. Lastly, this usually leaves the rest of the players sitting for X minutes while ONE player dominates the game.

The solution is to respond to the one player with "OK, you go off alone down the side trail. I'll get back to you're character later" and then continue with the rest of the party. This rewards the folks who stuck together, and gives you time to determine the impact of the lone player. You're basic responses later, for the lone player should default to:
"you find nothing down the trail, when you return, you find the party has left without you"
"the trail leads up to where the rest of the party is fighting an X" (to bring the PC back to the rest of the party)
Basically, don't reward the loner player by giving him a 1 on 1 encounter and some treasure that nobody else gets a chance at. At best, he should get to return to where the party was, and have to trail the party to their new location, and arrive in time to help the party, which is working on the next encounter (even better, the party is divvying up the treasure from the encounter they dealt with without the loner).

In an article, I'd refrain from entering a debate on which game system is best for a beginner, or which one is rules-light. Either stick to abstract ideas, without referencing a game system, or stick to one system and describe how to to utilize its strengths in your example.

For example, in D&D-centric advice, suggest the DM limit PCs to what's in the PH. Suggest the DM plan all combat encounters using creatures from the MM, and that he limit the encounter strength to no more than +1EL over what the party's average level is.

Some other advice, to help prevent railroading, is to plot out your adventure, as if the party did exactly what you intended. Then, at each point, consider what should happen if the party doesn't do it. By considering things from this perspective, you'll be more prepared for deviations in the plan, and likely build a more robust adventure.

A good first adventure would be location based (like a dungeon, or abandoned building). They are slightly easier to run. Either give the players a map (a hand-copied map of the GM's map, without the hidden stuff) or help draw out the map as you go. This will speed up game play, and keep things moving. The advantage to location-based format is that the players generally make all the decisions (go left, go right, find monster, fight), making it easier on the GM. You don't have to rely on them following clues and coming to the same points, as in an event-driven adventure.

Based on the last 2 bits of advice, you take the stereotypical adventure of find dungeon, kill monsters, take their stuff, and make it more foolproof:

Original Plan:
NPC sells duneon map to PCs
PCs go to dungeon
PCs enter dungeon
PCs explore, kill monsters, take their stuff

Revised Plan:
NPC OFFERS to sell duneon map to PCs
ELSE:
-PCs steal the map, let them get away with it
-PCs ignore the NPC, orc slavers capure a merchant's wagon, merchant escapes to town, tells PCs, offers to pay them to retrieve his merchandise (orcs are working out of dungeon)

PCs go to dungeon
ELSE:
-PCs ignore the above, if they leave town, they encounter orcs attacking some peasants. Child is taken by retreating orcs (back a dungeon)
-PCs don't leave town, the town is attacked by orcs, the inn the players stay at is raided, perhaps something of the PCs is taken (horses, backpack, something simple).

PCs enter dungeon
ELSE:
-PCs don't enter, have small party of orcs come out, on patrol, patrol tries to spot the party (OR party might ambush orcs).

PCs explore, kill monsters, take their stuff
ELSE:
-PCs sit in one room for too long, monster from another room comes in


I would assume the dungeon has 4-5 rooms in it, and based on my ELSE logic, must have some number of orcs living there, and maybe some other critters. Once you populate the dungeon with the orcs, you can use the same ones for raiding the peasants or inn, keeping the internal logic consistent.

By going through the above exercise, you've taken a linear adventure path and added some flexibility to it. I really ought to write an article on that topic myself...

Janx
 

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