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Newbie GM: Need Advice
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<blockquote data-quote="Storme" data-source="post: 4021499" data-attributes="member: 56172"><p>My biggest advice to a DM is this:</p><p></p><p>The Play is the Thing.</p><p></p><p>The rules are fundamentally irrelevent. You can play the exact scenario with d20 rules or the ancient Runequest rules.</p><p></p><p>A good DM is not someone who focueses on numbers and dice. The DM that READS every encounter from his notes or the module, isn't really doing much. Why do you need him? Hehe.</p><p></p><p>The Play is the Thing.</p><p></p><p>The DM's job is the establish the Plot. Its up to the players to create the Storyline. You decide what is going to happen. Once you know, its then your job to make it interesting enough for the players to immerse themselves to the point that they are Interacting with the environment, and ultimately decides HOW things happen. When this happens, a STORY develops, with the players as the Main Characters. None of this can happen if you are a Rules Lawyer DM, or a Faceless Module Reader. </p><p></p><p>The Play is the Thing.</p><p></p><p>If you aren't up on the rules, assign one person in the group as an "Assistant DM." His job is the assist with rule oriented situations. He assists you in combat proceedures, rules interpretation, etc. Inform the players that any input on rules should go through your "Assistant DM," and when he advises you, you will then make your decision based on the CAMPAIGN needs. Even the rules should influence the Story. If a rule doesn't influence the Story, or in some way hinders it, discard it without mercy. </p><p></p><p>The Play is the Thing.</p><p></p><p><em><strong>METHOD ONE:</strong></em></p><p><em>DM: The door opens and you see three orcs. Roll initiative.</em></p><p></p><p><em><strong>METHOD TWO:</strong></em></p><p><em>DM: The door creaks open and a dank, foul smell emerges. Inside you see two dark skinned orcs and one pale green one. The pale one looks at you as if it has been waiting and says, "Look yar...these humans were nice enough to bring themselves for us ta eat!" The other orc says, "Bah. Humans are foul stringy meat. Let 'em go." The largest one draws his scimitar and growls, "Yer a dum dum, Greeshagh. They've got shinies! Each of em! Lets kill em and split em up!"</em></p><p><em></em></p><p><em>[DM gives the players a chance to roleplay a response. When they are done interacting he calls a roll for inititiatve if appropriate]</em></p><p></p><p>The second method is much more interesting and fun for both the Players and the DM than playing the game like a Data Sheet.</p><p></p><p></p><p>Storme</p></blockquote><p></p>
[QUOTE="Storme, post: 4021499, member: 56172"] My biggest advice to a DM is this: The Play is the Thing. The rules are fundamentally irrelevent. You can play the exact scenario with d20 rules or the ancient Runequest rules. A good DM is not someone who focueses on numbers and dice. The DM that READS every encounter from his notes or the module, isn't really doing much. Why do you need him? Hehe. The Play is the Thing. The DM's job is the establish the Plot. Its up to the players to create the Storyline. You decide what is going to happen. Once you know, its then your job to make it interesting enough for the players to immerse themselves to the point that they are Interacting with the environment, and ultimately decides HOW things happen. When this happens, a STORY develops, with the players as the Main Characters. None of this can happen if you are a Rules Lawyer DM, or a Faceless Module Reader. The Play is the Thing. If you aren't up on the rules, assign one person in the group as an "Assistant DM." His job is the assist with rule oriented situations. He assists you in combat proceedures, rules interpretation, etc. Inform the players that any input on rules should go through your "Assistant DM," and when he advises you, you will then make your decision based on the CAMPAIGN needs. Even the rules should influence the Story. If a rule doesn't influence the Story, or in some way hinders it, discard it without mercy. The Play is the Thing. [I][B]METHOD ONE:[/B] DM: The door opens and you see three orcs. Roll initiative.[/I] [I][B]METHOD TWO:[/B] DM: The door creaks open and a dank, foul smell emerges. Inside you see two dark skinned orcs and one pale green one. The pale one looks at you as if it has been waiting and says, "Look yar...these humans were nice enough to bring themselves for us ta eat!" The other orc says, "Bah. Humans are foul stringy meat. Let 'em go." The largest one draws his scimitar and growls, "Yer a dum dum, Greeshagh. They've got shinies! Each of em! Lets kill em and split em up!" [DM gives the players a chance to roleplay a response. When they are done interacting he calls a roll for inititiatve if appropriate][/I] The second method is much more interesting and fun for both the Players and the DM than playing the game like a Data Sheet. Storme [/QUOTE]
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