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
Is the DM the most important person at the table
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="Nagol" data-source="post: 7929185" data-attributes="member: 23935"><p>Dozens, possibly more. It depends a lot on the game engine, campaign type (common environment, level of continuity between missions, expected PC power level, expected amount and power of extraordinary abilities aka magic), , and specific GM (what does the GM find difficult during a session and what costs time outside of it).</p><p></p><p>Let's start with the GM first. Many newer GMs have confessed they get overwhelmed during a session by adjudicating consequence. Either they are afraid of the players going the 'wrong way' or that they don't want to hurt the players' feelings (I had one Paranoia GM that refused to kill the PCs, like ever). </p><p></p><p>Like most new things, start small and practice. Make sure the game you are running fits what you want to run. If you feel uncomfortable killing PCs, pick a game where that is highly unlikely or impossible as opposed to one where multiple PC death is game conceit.</p><p></p><p>Other advice would depend a lot on the campaign type: sandbox means there is no wrong path, AP if the PCs wander off script, let them founder a little, but find ways to keep offering them back onto the path. If the players refuse to take the ramps, talk to the players about expectations. </p><p></p><p>If the DM is uncomfortable with improv design, again practice and keep individual areas small and highly contained. Also learn some basic paradigms like the 5-room dungeon so you have a basic framework to riff on. Practice "yes and" answers to player declarations to keep the table moving and engaged. Try to avoid hard blocks when the players try something entirely unexpected. It's OK to take a 5-10 minute break to regroup and think through consequence and ramifications. Create a few index cards or equivalent with thematic collections of antagonists and rewards. Collect traps, tricks, and puzzles to drop in to distract. </p><p></p><p>Above all, listen. The players will almost certainly be discussing possibilities and they have multiple brains. Liberally steal the best of ideas though toss in some twists to make them your own.</p></blockquote><p></p>
[QUOTE="Nagol, post: 7929185, member: 23935"] Dozens, possibly more. It depends a lot on the game engine, campaign type (common environment, level of continuity between missions, expected PC power level, expected amount and power of extraordinary abilities aka magic), , and specific GM (what does the GM find difficult during a session and what costs time outside of it). Let's start with the GM first. Many newer GMs have confessed they get overwhelmed during a session by adjudicating consequence. Either they are afraid of the players going the 'wrong way' or that they don't want to hurt the players' feelings (I had one Paranoia GM that refused to kill the PCs, like ever). Like most new things, start small and practice. Make sure the game you are running fits what you want to run. If you feel uncomfortable killing PCs, pick a game where that is highly unlikely or impossible as opposed to one where multiple PC death is game conceit. Other advice would depend a lot on the campaign type: sandbox means there is no wrong path, AP if the PCs wander off script, let them founder a little, but find ways to keep offering them back onto the path. If the players refuse to take the ramps, talk to the players about expectations. If the DM is uncomfortable with improv design, again practice and keep individual areas small and highly contained. Also learn some basic paradigms like the 5-room dungeon so you have a basic framework to riff on. Practice "yes and" answers to player declarations to keep the table moving and engaged. Try to avoid hard blocks when the players try something entirely unexpected. It's OK to take a 5-10 minute break to regroup and think through consequence and ramifications. Create a few index cards or equivalent with thematic collections of antagonists and rewards. Collect traps, tricks, and puzzles to drop in to distract. Above all, listen. The players will almost certainly be discussing possibilities and they have multiple brains. Liberally steal the best of ideas though toss in some twists to make them your own. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Is the DM the most important person at the table
Top