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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="EarthsShadow" data-source="post: 402141" data-attributes="member: 3531"><p>38. Know the characters themselves. Understand them, their motivations and reason for living.</p><p>39. Have the players understand their characters. After all, what's the point in playing something you don't understand at all.</p><p>40. Be fair to each person, no favoritism. Players will see right through that and call you on it.</p><p>41. Roll dice behind the DM screen when you want to roll something that the PC's should not know about, or if they shouldn't know if they succeeded or not.</p><p>42. Roll in front of the players in combat for dealing damage. They will soon fear getting hit, because they know that whatever numbers come up, that is what is being done to them if they get hit. </p><p>43. When doing 42, this also shows that you are not cheating and if one of their characters does happen to die, they can't claim you set them up. In other words, they can't get all whiney about it.</p><p>44. Know your NPC's and Monsters, the reasons as to why they are encountering the PC's. This will enable you the ability to roleplay the NPC's better. Understand them.</p><p>45. Don't give away treasure unless it makes sense. Sometimes using the random charts for treasure produces some treasure that doesn't make sense.</p><p>46. Be fair with XP. </p><p>47. Said before, will say it again. Communicate with your players. Understand what kind of campaign they want to play, and let them know what kind of campaign you want to run for them. Make sure you have this discussion. Communication, beyond anything else, is most important. If you change anything about the rules, make sure each player understands the change and the reason why, or else they won't like it. (example: changing standing up from prone from not provoking an attack of opportunity to actually provoking an attack of opportunity unless they take a particular feat)...I did this one.</p><p>48. HAVE FUN!!! MORE IMPORTANT THAN COMMUNICATION. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="EarthsShadow, post: 402141, member: 3531"] 38. Know the characters themselves. Understand them, their motivations and reason for living. 39. Have the players understand their characters. After all, what's the point in playing something you don't understand at all. 40. Be fair to each person, no favoritism. Players will see right through that and call you on it. 41. Roll dice behind the DM screen when you want to roll something that the PC's should not know about, or if they shouldn't know if they succeeded or not. 42. Roll in front of the players in combat for dealing damage. They will soon fear getting hit, because they know that whatever numbers come up, that is what is being done to them if they get hit. 43. When doing 42, this also shows that you are not cheating and if one of their characters does happen to die, they can't claim you set them up. In other words, they can't get all whiney about it. 44. Know your NPC's and Monsters, the reasons as to why they are encountering the PC's. This will enable you the ability to roleplay the NPC's better. Understand them. 45. Don't give away treasure unless it makes sense. Sometimes using the random charts for treasure produces some treasure that doesn't make sense. 46. Be fair with XP. 47. Said before, will say it again. Communicate with your players. Understand what kind of campaign they want to play, and let them know what kind of campaign you want to run for them. Make sure you have this discussion. Communication, beyond anything else, is most important. If you change anything about the rules, make sure each player understands the change and the reason why, or else they won't like it. (example: changing standing up from prone from not provoking an attack of opportunity to actually provoking an attack of opportunity unless they take a particular feat)...I did this one. 48. HAVE FUN!!! MORE IMPORTANT THAN COMMUNICATION. :D [/QUOTE]
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Let's create an advice list for all the new DM's out there (contributions requested)
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