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General Tabletop Discussion
*Dungeons & Dragons
Regarding DMG, Starter Set and Essentials kit: Are they good for the starting DMs?
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<blockquote data-quote="Imaro" data-source="post: 8808096" data-attributes="member: 48965"><p>Here are some excerpts from the "If This is Your First Time Running an RPG" section... I'm not sure I'm a fan of how it lays all of the out-of -game responsibility definitively at the GM's feet (One of the problems of having a strong stance and a prescriptive slant). Also I don't think it's all that much better or more informative than the 5e advice... granted it is just the beginner advice (but we are stressing total new GM's in this thread and this would be where they start with advice in HEART). I'll post excerpts from the later sections shortly though. </p><p></p><p>"What follows is a run-down of the most</p><p>basic elements of being a GM; if you’re a dab hand</p><p>at it already, you can skip this section and move</p><p>on to the next one..."</p><p></p><p>You’re generally responsible for inviting play‐</p><p>ers to the game. You can choose people who you</p><p>already know and trust, or put out an open call on</p><p>a messageboard..</p><p></p><p>You’ll also be responsible for determining where</p><p>and when the game takes place. A lot of people run</p><p>their games out of cafes or pubs, especially if they</p><p>live in a major city and there’s one that’s easy to</p><p>reach for all players...</p><p></p><p>It’s your job to have the rules on hand and make</p><p>sure that players have access to them. It’s great if</p><p>players buy their own copy of the rulebook, but not</p><p>required... Make sure you have the correct dice too: a</p><p>few D4s, D6s, D8s, D12s and a handful of D10s.</p><p></p><p>During the game, you’re in charge of</p><p>everything aside from the actions that player</p><p>characters make. For the majority of the game,</p><p>this will function as a conversation between you</p><p>and the players. You’ll describe the world and act</p><p>as the non-player characters, the players will</p><p>react as their characters and you’ll react to that in</p><p>turn. You only need to break out the dice when a</p><p>character attempts something that might fail...</p><p></p><p>Once the dice have been rolled (see p. 8 for a</p><p>more detailed breakdown) it’s up to you to inter‐</p><p>pret the results, use any mechanics associated</p><p>with them (such as inflicting stress and checking</p><p>for fallout) and describe the results in the fiction of</p><p>the game. You’re the final arbiter of the rules and</p><p>events of the game, but feel free to ask the players</p><p>for advice and input if they can help you out.</p><p>You’re also in charge of the pacing of the game:</p><p>keeping the energy flowing over the course of a</p><p>session, giving players moments of high intens‐</p><p>ity, letting them relax, calling for a break and so</p><p>on...</p></blockquote><p></p>
[QUOTE="Imaro, post: 8808096, member: 48965"] Here are some excerpts from the "If This is Your First Time Running an RPG" section... I'm not sure I'm a fan of how it lays all of the out-of -game responsibility definitively at the GM's feet (One of the problems of having a strong stance and a prescriptive slant). Also I don't think it's all that much better or more informative than the 5e advice... granted it is just the beginner advice (but we are stressing total new GM's in this thread and this would be where they start with advice in HEART). I'll post excerpts from the later sections shortly though. "What follows is a run-down of the most basic elements of being a GM; if you’re a dab hand at it already, you can skip this section and move on to the next one..." You’re generally responsible for inviting play‐ ers to the game. You can choose people who you already know and trust, or put out an open call on a messageboard.. You’ll also be responsible for determining where and when the game takes place. A lot of people run their games out of cafes or pubs, especially if they live in a major city and there’s one that’s easy to reach for all players... It’s your job to have the rules on hand and make sure that players have access to them. It’s great if players buy their own copy of the rulebook, but not required... Make sure you have the correct dice too: a few D4s, D6s, D8s, D12s and a handful of D10s. During the game, you’re in charge of everything aside from the actions that player characters make. For the majority of the game, this will function as a conversation between you and the players. You’ll describe the world and act as the non-player characters, the players will react as their characters and you’ll react to that in turn. You only need to break out the dice when a character attempts something that might fail... Once the dice have been rolled (see p. 8 for a more detailed breakdown) it’s up to you to inter‐ pret the results, use any mechanics associated with them (such as inflicting stress and checking for fallout) and describe the results in the fiction of the game. You’re the final arbiter of the rules and events of the game, but feel free to ask the players for advice and input if they can help you out. You’re also in charge of the pacing of the game: keeping the energy flowing over the course of a session, giving players moments of high intens‐ ity, letting them relax, calling for a break and so on... [/QUOTE]
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Regarding DMG, Starter Set and Essentials kit: Are they good for the starting DMs?
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