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I wanna be a GM! How do I start?
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<blockquote data-quote="Henry" data-source="post: 2273410" data-attributes="member: 158"><p>Sniffles, welcome to the most fun task in RPG's. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Sounds like a good plan; keeping it a one-shot or limited series also means you don't feel pressured to deliver a "huge, sweeping experience" for your first outing.</p><p></p><p>As for your plans on your running style, I have a couple of suggestions.</p><p></p><p>Phil Reed's advice on "Robin's Laws" is a GREAT idea, in my opinion. That book teaches you a lot about how to go about the process to best entertain your group. It's the kind of advice that many GM's with years of experience do instinctively, except that prior to that book I'd never seen it put down in print anywhere.</p><p></p><p>Your DM'ing style is your own, and no one should take that away; it's something that is discovered as you GM more and more. However, also be aware of your players' needs, too.</p><p></p><p></p><p></p><p>While it's a doable and valid style, be aware that some players might not take to this well, especially tactically-oriented GM's who are playing, or players who are more power-players than role-players. See if you can get a feel for how this would go with your group ahead of time.</p><p> </p><p></p><p></p><p>Some players could handle this well; other players wouldn't know how to gauge their roll. Another option is for you to note their appraisal skills ahead of time, as well as other secret rolls like Hide, Spot, etc. and then make a roll for them, or just assume the roll is equal to 10, and tell them the result. That way, you take the things they took time to invest their resources in, and fill them up with descriptions to take the dice-rolling out of the equation.</p><p> </p><p></p><p></p><p>A good halflway solution is over at <a href="http://www.thegamemechanics.com" target="_blank">www.thegamemechanics.com</a> - <a href="http://www.thegamemechanics.com/freebies/TGM_Initiative_Cards_Fantasy.zip" target="_blank">Initiative cards.</a> Print these out ahead of time, and pass one to each player. Tell them to fill it in, and you have a handy quick record of the most important abilities of a character you need to know. They are also used for initiative in combat, and in my opinion make it TWENTY time easier to keep track of inits in combat. Outside of combat, if you need those secret appraisal rolls, hide checks, Intelligence checks, etc. they're laid out for you. I use these all the time, and give them a hearty endorsement.</p><p></p><p>Before the game begins, make sure they know that because it's your first GM'ing session, go easy on you and let you know after the game what they liked and didn't like. This may be already unspoken, but you know more than I whether your group already has this understanding or not. Without knowing their favorite parts and their not-so-favorite parts, you can't become a better GM, and sometimes their telling you outright is much easier than trying to pick up a bunch of context clues.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Henry, post: 2273410, member: 158"] Sniffles, welcome to the most fun task in RPG's. :) Sounds like a good plan; keeping it a one-shot or limited series also means you don't feel pressured to deliver a "huge, sweeping experience" for your first outing. As for your plans on your running style, I have a couple of suggestions. Phil Reed's advice on "Robin's Laws" is a GREAT idea, in my opinion. That book teaches you a lot about how to go about the process to best entertain your group. It's the kind of advice that many GM's with years of experience do instinctively, except that prior to that book I'd never seen it put down in print anywhere. Your DM'ing style is your own, and no one should take that away; it's something that is discovered as you GM more and more. However, also be aware of your players' needs, too. While it's a doable and valid style, be aware that some players might not take to this well, especially tactically-oriented GM's who are playing, or players who are more power-players than role-players. See if you can get a feel for how this would go with your group ahead of time. Some players could handle this well; other players wouldn't know how to gauge their roll. Another option is for you to note their appraisal skills ahead of time, as well as other secret rolls like Hide, Spot, etc. and then make a roll for them, or just assume the roll is equal to 10, and tell them the result. That way, you take the things they took time to invest their resources in, and fill them up with descriptions to take the dice-rolling out of the equation. A good halflway solution is over at [url]www.thegamemechanics.com[/url] - [url=http://www.thegamemechanics.com/freebies/TGM_Initiative_Cards_Fantasy.zip]Initiative cards.[/url] Print these out ahead of time, and pass one to each player. Tell them to fill it in, and you have a handy quick record of the most important abilities of a character you need to know. They are also used for initiative in combat, and in my opinion make it TWENTY time easier to keep track of inits in combat. Outside of combat, if you need those secret appraisal rolls, hide checks, Intelligence checks, etc. they're laid out for you. I use these all the time, and give them a hearty endorsement. Before the game begins, make sure they know that because it's your first GM'ing session, go easy on you and let you know after the game what they liked and didn't like. This may be already unspoken, but you know more than I whether your group already has this understanding or not. Without knowing their favorite parts and their not-so-favorite parts, you can't become a better GM, and sometimes their telling you outright is much easier than trying to pick up a bunch of context clues. Good luck! [/QUOTE]
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