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I wanna be a GM! How do I start?
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<blockquote data-quote="sniffles" data-source="post: 2273016" data-attributes="member: 30035"><p>I've been roleplaying for about 10 years with the same group of people, and most of the group members GM various games. I've started thinking about giving it a try myself. I figure I'll stick with D&D because it's familiar and everyone likes it. I'd probably want a small group of players to begin with, and I'd run them through a simple dungeon crawl or some other basic module or Dungeon adventure. </p><p> </p><p>There are certain things I like in a GM, and I'd want to emulate those things. But there are a few things I'd like to do differently. One of them is to try to keep the rules behind the curtains, so to speak. I'm worried about how well I can do that since I'm not such a whiz at the rules myself. All my potential players are better at the rules than I am. </p><p> </p><p>I'd like to avoid the typical situation of asking for a skill roll and then telling the player what his/her PC's reaction is; i.e., "Roll an Appraise check. You rolled an 18? Okay, you know it's a ruby worth 100gp." I'd rather have the player roll an appraise check, and determine an appropriate reaction based on his roll : Player rolled a 2. Player says, "I have no idea what that is. It's a pretty red stone." Or, player rolls an 18. Player says, "Hey, this looks pretty good. I think it might be worth something." I then hand the player a note stating that it's a ruby worth 100gp.</p><p> </p><p>How do-able is this idea for a newbie GM? How do other GMs handle keeping the rules from being more important than the roleplaying? I've seen suggestions such as the GM making all the skill checks for the PCs, or even taking away the character sheets, but I don't think that's feasible for a first-timer.</p></blockquote><p></p>
[QUOTE="sniffles, post: 2273016, member: 30035"] I've been roleplaying for about 10 years with the same group of people, and most of the group members GM various games. I've started thinking about giving it a try myself. I figure I'll stick with D&D because it's familiar and everyone likes it. I'd probably want a small group of players to begin with, and I'd run them through a simple dungeon crawl or some other basic module or Dungeon adventure. There are certain things I like in a GM, and I'd want to emulate those things. But there are a few things I'd like to do differently. One of them is to try to keep the rules behind the curtains, so to speak. I'm worried about how well I can do that since I'm not such a whiz at the rules myself. All my potential players are better at the rules than I am. I'd like to avoid the typical situation of asking for a skill roll and then telling the player what his/her PC's reaction is; i.e., "Roll an Appraise check. You rolled an 18? Okay, you know it's a ruby worth 100gp." I'd rather have the player roll an appraise check, and determine an appropriate reaction based on his roll : Player rolled a 2. Player says, "I have no idea what that is. It's a pretty red stone." Or, player rolls an 18. Player says, "Hey, this looks pretty good. I think it might be worth something." I then hand the player a note stating that it's a ruby worth 100gp. How do-able is this idea for a newbie GM? How do other GMs handle keeping the rules from being more important than the roleplaying? I've seen suggestions such as the GM making all the skill checks for the PCs, or even taking away the character sheets, but I don't think that's feasible for a first-timer. [/QUOTE]
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