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<blockquote data-quote="argo" data-source="post: 2867008" data-attributes="member: 5752"><p>Lots of good advice here, to the above I'll also add that you should learn the Rules of Dungeoncraft. I have these scribbled on the inside cover of my DMG</p><p></p><p></p><p>IOW don't overload yourself. The players have no idea what you have and haven't prepared so use that to your advantage. Make it seem like you've done more than you have while doing the minimal work needed to get the game up and running.</p><p></p><p></p><p>The reason for this is to give a feeling of depth to your world. And because players <em>love</em> uncovering secrets!</p><p></p><p></p><p>And on a related note, see the section in your DMG entitled "The DM's Best Friend"</p><p></p><p></p><p>It's a <em>game</em> the payers and their characters both need to have fun.</p><p></p><p></p><p>This is another way of saying don't get bogged down in the rules. It is better to keep the game moving forward at a good pace than to be technically correct in every situation.</p><p></p><p></p><p>Don't be afraid to resort to cliches; the fat merchant, the pale necromancer in black, the hot female cleric in skin tight chainmail (espically that last cliche <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> ).</p><p></p><p></p><p>Do not try to script out the players actions. Instead concentrate on making intresting places for them to go populated with unusual people and cool things for them to do. Let them be heroic bad-asses but let them go about it in their own way.</p><p></p><p></p><p>Another bit of advice that I've not seen yet. Always remember that no plan ever survives contact with the players. Your PC's will <em>always</em> do what you least expect. Roll with it. Dont loose your cool or your focus and don't try to force them back on track (at least don't try <em>to hard</em>). Instead be ready to improvise or, if improv isn't your strong suit, be ready to alter the game world as needed. You prep a session where the players are supposed to explore the Cave of Woe in the Black Hills but they decide to go to the Blue Oasis instead? No problem. When they get to the Blue Oasis the discover a mysterious fissure in the ground that leads to a cave complex ... which just happens to look exactly like the inside of the Cave of Woe, what a coincidence! If you have been playing your cards close to your vest like a GM should then your players will never know what happened.</p><p></p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="argo, post: 2867008, member: 5752"] Lots of good advice here, to the above I'll also add that you should learn the Rules of Dungeoncraft. I have these scribbled on the inside cover of my DMG IOW don't overload yourself. The players have no idea what you have and haven't prepared so use that to your advantage. Make it seem like you've done more than you have while doing the minimal work needed to get the game up and running. The reason for this is to give a feeling of depth to your world. And because players [i]love[/i] uncovering secrets! And on a related note, see the section in your DMG entitled "The DM's Best Friend" It's a [i]game[/i] the payers and their characters both need to have fun. This is another way of saying don't get bogged down in the rules. It is better to keep the game moving forward at a good pace than to be technically correct in every situation. Don't be afraid to resort to cliches; the fat merchant, the pale necromancer in black, the hot female cleric in skin tight chainmail (espically that last cliche :cool: ). Do not try to script out the players actions. Instead concentrate on making intresting places for them to go populated with unusual people and cool things for them to do. Let them be heroic bad-asses but let them go about it in their own way. Another bit of advice that I've not seen yet. Always remember that no plan ever survives contact with the players. Your PC's will [i]always[/i] do what you least expect. Roll with it. Dont loose your cool or your focus and don't try to force them back on track (at least don't try [i]to hard[/i]). Instead be ready to improvise or, if improv isn't your strong suit, be ready to alter the game world as needed. You prep a session where the players are supposed to explore the Cave of Woe in the Black Hills but they decide to go to the Blue Oasis instead? No problem. When they get to the Blue Oasis the discover a mysterious fissure in the ground that leads to a cave complex ... which just happens to look exactly like the inside of the Cave of Woe, what a coincidence! If you have been playing your cards close to your vest like a GM should then your players will never know what happened. Good luck! [/QUOTE]
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