New DM

Xx8_bit_ninjaxX

First Post
I am going to be running a pathfinder games for a few of my friends who have been dying to try pathfinder and I have been wanting to try dming for awhile now as I have always been fond of telling stories. However I have never DM'ed before. Are there any tips one would give for a newcomer in the wonderful world of DM'ing?

Much Appreciated, Xx8_bit_ninjaxX
 

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Story

I have a story in mind that I would like to use for this campaign. It is a little different than what I have personally played in but I believe it will work well and that the players will enjoy it.
 

The main thing to remember is that your story wont be linear

If the players wanna ride horses to the next town over, instead of taking the ship you have arranged, don't go crazy, take them down the road, and if you planned something in the river, take a moment to look through some monsters in the beastiary and poof, something fun for them to kill on the road.

Another thought, if you are gonna give them a choice, be ready for them to take either path (or maybe even both)
 

The story I have is basically a powerful wizard who is the supreme ruler of the realm in my pathfinder world is not satisfied and has found a way to open portals to other realms and our realm is his test subject. So while the characters are boffering at the park(which we do often) all the sudden creatures come out and attack them. They fight them off with boffer weapons noticing that they are much more effective than they should be. After the monsters are driven back the spirits of 5 legendary heroes come to them and give them their powers to help fight the evil wizard. Instead of learning new powers as they level up they are essentially uncovering powers of the legendary heroes. Still a little rough around the edges.
 

I am not sure where he found it, but my DM found items that increase in power and gain abilities as you level up with it. For example, a bag which is a MWK backpack at low levels, as you level it turns into a bag of holding, later you can pull none magic gear out of it (like a rope, pole, bedroll) up to a certain amount per day, its ultimate is something like the last except you could pull out potions, scrolls, even low level wands.

(if someone knows what these things are called, that might be more helpful)

It is a thought, the heroes transforming the weapons they have into these items (or use these ones to model your own, fashioned to something your players will love and mesh with their concepts)
 

I was thinking of during their adventures having them uncover the secrets of their "past lives". While uncovering these secrets gaining the things that made their heroes so famous and as they level actually starting to take on the characteristics of the race
 

[MENTION=6675439]Xx8_bit_ninjaxX[/MENTION]:
1. The DM is always right, even when he is wrong
2. The DM is always right, especially when he is wrong
3. Win if you can, lose if you must, but always cheat
4. Use Rules #1 through #3 to make sure everyone is having fun.

Without Rule #4, the previous rules just kinda make someone a jerk. So use them to make sure everyone is having fun! Oh, and by cheat I mean making up skill checks on the fly, adjusting the pace of battle (add more grunts or have them run away is handy, so is adjusting HP if a battle is too long or not long enough), and be willing to have situational house-ruling (Etc: Let's go with {this rule} for now, and we'll look it up later) to avoid rule arguments during the game. An occasional +5 vorpal clue bat may need to be applied. This will take some practice to get the hang of it.

Also, the Gamemaster's guide has a lot of good advice, charts, and tools.

Now, one thing to remember as a new DM is that you are going to make mistakes. That's okay. The big thing is to roll with them, and to have patience with your players. Remember, your players are clever little munkeys and are out to thwart you. Let them. Don't try to force your players to solve a problem with only one or two solutions. They will come up with their own, and blindside you.

Another thing is preperation: It is better to be prepared to improvise than to try to map everything out. Not only does it take less time, but it leads to a more dynamic feel to the world rather than it being railroady.

When it comes to plot, I find it best to think up a few general points, and let the details be filled in during play. Sooner or later the players will send your plot off the rails by doing something unexpected (the clever little munkeys that they are), so it is best to be flexible. Try not to take it as a personal affront. The more scripted the story is, the less flexible it is, and the less fun it is for players. Players like to contribute to the story. If you're just wanting them to act out your play, write some literature instead of DM.

Everything else varies by play style, and these are just a few of the pointers. You'll find your groove if you stick with it.

[MENTION=6672910]Dingo333[/MENTION]: Weapons of Legacy worked sorta like that.
 

I was thinking of during their adventures having them uncover the secrets of their "past lives". While uncovering these secrets gaining the things that made their heroes so famous and as they level actually starting to take on the characteristics of the race

I would suggest letting the players define who these heroes were. After all, from the general outline you've suggested so far, the PCs are expected to pretty much become these ancient heroes. I think it does have potential, but only if you make sure to let the players define who the heroes were; this may even include letting your players define what the ancient heroes did that made them heroes. Think about it - what better way to get an idea what kind of challenges they want to face? Once they tell you what they want, basically, you can almost get away with kinda railroading them into it. That said, I concur highly with what was said previously about being flexible, as well. Thay *are* going to surprise you, sooner or later!

-forrgott
 

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