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Thanks for the advice guys :) sorry if I kinda hijacked your thread cherrio. I was talking to a kid who moved here a few months ago and him and his dad are running a Rolemaster game and he said he would teach me the ropes of GMing (yay for me!).

How often do you guys run your sessions and how long?



edit: said often twice
 

Piratecat said:
I think something that would be really useful to you is to pick up some issues of Dungeon Magazine that have low level adventures in them. These will do a great job at starting you off on a good foot.

Or, if you can't find those...

The Wizards of the Coast website has an archive of Free Original Adventures for D&D 3.0 & D&D 3.5 that you can downoad for free... Most of them are fairly simple and short and are a lot of fun to run.
 

Mitchbones said:
Thanks for the advice guys :) sorry if I kinda hijacked your thread cherrio. I was talking to a kid who moved here a few months ago and him and his dad are running a Rolemaster game and he said he would teach me the ropes of GMing (yay for me!).

How often do you guys run your sessions and how long?

Well in my younger days (circa 1979 or so) it was pretty much once or more a week with a long session on the weekend, two 12 hour stretches were not uncommon.

A more realistic schedule is once a week for 4-6 hours. With career and children we are lucky if we can keep to a bimonthly schedule and a 4-5 hour or so session.
 

Here's a link to an article I wrote on adventure building... This version is on my 2300 AD Sci-Fi web site, so it's more slanted towards SF than fantasy, but it is general enough to be easily adapted. There's a more Fantasy-oriented version published in Lejends magazine... At the very least, it will give you ideas!

Quick Adventure Ideas was originally supposed to be "Five Minute Adventures", but some of them take longer...

Anyway, this is good for beginner GMs because it provides a quick list of what has to be prepared for each adventure, and shows how to combine the various elements into bigger adventures. I might even have the Fantasy version on CD-ROM, somewhere...
 
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Welcome Cheerio,

Lots of good advice, my only addition would be to stick with it. We really need more female Dungeon Masters, Game Masters, etc. You will improve dramatically if you force your players to give you feedback - really dig into their opinions and ask for ways to improve.
 

When I started 28 yrs ago, my buddies and I played almost daily...if only in short bursts (an hour here, an hour there...)

After a few years of that, we settled into 1/week. Nowadays, I'm in 2 groups that are supposed to meet every other week...but seldom do.

1/week or every other week is typically pretty easy to coordinate. That typically gives the DM enough time to prepare adventures to run and other bookkeeping details like allocating XP, coming up with contingency plans for absent players, addressing player concerns over rulings, etc.

In my experience, 4-6 hours is pretty standard, usually with a meal break/snack run.

For gamers lucky enough to game at or near a good local joint, you might even see gaming AT the place where the group eats. Some places don't mind the activities of regulars who eat and drink (and leave decent tips*) as long as they don't disturb the other patrons.

*A point of etiquette: if you DO game in a pizza parlor, burger joint, etc., remember that the tip isn't just about rewarding your server- its also about "renting" the table you're occupying. The longer you stay, the more you should pay since you're preventing others from using that table to dine at. That costs both the restaraunt AND the server, so be generous! You may even talk to the owner or manager about their "party" rates.
 

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