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Let's create an advice list for all the new DM's out there (contributions requested)
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<blockquote data-quote="jasper" data-source="post: 401739" data-attributes="member: 277"><p>6. Have the players decide on a SOP. Ex. Both rogues check for traps then fighter opens door. </p><p>7. No tap backs. If player says he run screaming in blind panic from the room. He then can't return for x rounds.</p><p>8. Leave game problems at the table and don't bring problems to the game. Bob stole my girl so his character dies.</p><p>9. Party Caller. That is Joe who decides left or right, not Joe's paladin.</p><p>10. Fix major mistakes asap. Even if the magic item just reappears in bob's sock during the night.</p><p>11. Set time limit for in game rule research. 3 minutes max.</p><p>12. Your the dm. You decide who lives and dies, who plays and who cries.</p><p>13. Own a copy of each book you allow in the campaign.</p><p>14. Decide how absent pc are handled. Poof they here poof they gone. Etc.</p><p>15. Keep your campaign seperate from others. Expecially if Josie like giving out magic missle machine guns to third level characters.</p><p>16. Play other games whether it RPG or monopoly.</p><p>17. Never game with some one you have personality problems outside the game.</p><p>18. Decide how to handle mega gaming.</p><p>19. What is good for the characters is good for the monsters. Ex. Mage wants to use Telekenises to throw one hundred million darts at monster. Norman the NPC mage will pick up on this trick too. </p><p></p><p></p><p>small sample of problems.</p><p>Alice is a rules lawyer. You’re the dm if she can’t make her case in 1 minute. Drive on and correct major mistakes later. Ex. I plane shifted a character in the arms of a Mind Flayer without a saving throw. Created a side story and had the party encounter him later.</p><p>Bob wants to use the spoon for splat book of ever spoon. My rule is I must OWN the book and no photocopies.</p><p>Carrie wants to run a character, which is above the adventure level. Repeat after me, “ I’m the Dm. I decide who lives and dies who plays and who cries. Tell Carrie NO! And show her the door.</p><p>David has combined spells x, y, z which breaks the campaign if you interpret his way. You’re the dm how do you rule.</p><p>Elaine is a problem player and my best friend. Talk to her first then show her the door. Sub note if Elaine is wifey-poo enjoy the couch.</p><p>Freddy slows the game by talking out campaign stuff. If the group goes along, bookmark spot and join in. After all you here to socialize aren’t you.</p><p>Georgia runs the same clone character every time. So. Gives you an in and come up with creative ways to off Knuckles XX. </p><p>Harry read the module. Change the treasure and traps around.</p><p>Illisa</p></blockquote><p></p>
[QUOTE="jasper, post: 401739, member: 277"] 6. Have the players decide on a SOP. Ex. Both rogues check for traps then fighter opens door. 7. No tap backs. If player says he run screaming in blind panic from the room. He then can't return for x rounds. 8. Leave game problems at the table and don't bring problems to the game. Bob stole my girl so his character dies. 9. Party Caller. That is Joe who decides left or right, not Joe's paladin. 10. Fix major mistakes asap. Even if the magic item just reappears in bob's sock during the night. 11. Set time limit for in game rule research. 3 minutes max. 12. Your the dm. You decide who lives and dies, who plays and who cries. 13. Own a copy of each book you allow in the campaign. 14. Decide how absent pc are handled. Poof they here poof they gone. Etc. 15. Keep your campaign seperate from others. Expecially if Josie like giving out magic missle machine guns to third level characters. 16. Play other games whether it RPG or monopoly. 17. Never game with some one you have personality problems outside the game. 18. Decide how to handle mega gaming. 19. What is good for the characters is good for the monsters. Ex. Mage wants to use Telekenises to throw one hundred million darts at monster. Norman the NPC mage will pick up on this trick too. small sample of problems. Alice is a rules lawyer. You’re the dm if she can’t make her case in 1 minute. Drive on and correct major mistakes later. Ex. I plane shifted a character in the arms of a Mind Flayer without a saving throw. Created a side story and had the party encounter him later. Bob wants to use the spoon for splat book of ever spoon. My rule is I must OWN the book and no photocopies. Carrie wants to run a character, which is above the adventure level. Repeat after me, “ I’m the Dm. I decide who lives and dies who plays and who cries. Tell Carrie NO! And show her the door. David has combined spells x, y, z which breaks the campaign if you interpret his way. You’re the dm how do you rule. Elaine is a problem player and my best friend. Talk to her first then show her the door. Sub note if Elaine is wifey-poo enjoy the couch. Freddy slows the game by talking out campaign stuff. If the group goes along, bookmark spot and join in. After all you here to socialize aren’t you. Georgia runs the same clone character every time. So. Gives you an in and come up with creative ways to off Knuckles XX. Harry read the module. Change the treasure and traps around. Illisa [/QUOTE]
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