SOS, MAYDAY, New DM in deep s--t, going down... *BOOM*

Scratched_back

First Post
Hiya guys,

I've got a problem.

I've been playing D&D in it's various incarnations for the last 6 years or so. I played 2nd ed, weathered the storm that was 2nd ed: Players Options, converted to 3rd quite happily and now play 3.5ed a couple of times a week. Fine and dandy, right?

Here's the catch. I love the games I've played in so much, I really wanna put back into the community as it were, and run my own game. I can't imagine DM'ing is easy, especially for the first time, but I've done my best to anticipate everything. I've hand picked a small group (3/4 players) of my best friends that I know game and game seriously, we've got a place to play that's out of the way of interruptions, I've spent the last two months writing plot hooks, buying sourcebooks and maps, figuring a good setting etc. I've even bought and conquered that elusive text known as the Dungeon Master's Guide. Amazing.

My problem is that I know there'll be things I've missed... I can see catastophe looming! Can anyone help me and point out the most important things about preparing a game? Especially for a green DM? Pages to be left open, references to be had to hand so on and so forth. Anything to do with the players will be much appreciated too, anything that can help me "keep them on track" as it were, for the story I've got written?

Cheers guys,
This is the site of full of damned heroes, now prove it!

-Ben G. (England)
 

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Don't worry about the small stuff. You don't have to have all the details of the rules memorized or close at hand. If need be, just make a decision on the fly and roll with it so the game keeps moving.

Finally, keep this thread alive long enough for Mark to pop in and post a link to his DM advice archive.

Good luck!
 

Wow. You've really done your homework. And with that attitude I can't think of any reason why your game wouldn't be a blast to play in. I only have one small piece of advice for you:

Don't worry about keeping the players on track. If they deviate more than you had made preparations for just wing it. If you lose the inspiration for a minute don't fret. Take a pause or assault them with ogres. Take a minute to think about what is the most fun about the game and return with a vengeance.

Good luck!
 

Wow. Relax, man. Breathe.

Seriously, that's one of the most important parts of being a DM, in my experience. Roll with the punches, don't be afraid to improvise and make judgement calls.

Don't worry too much about keeping things "on track" during the session: instead, do damage control after the session, when you have time to think clearly and decide what direction to go.

First, this will help you avoid railroading. Second, it helps keep the pacing and not bogging down the game. Third, it gives you time to integrate all the evil ideas the players gave you during the game.

If you need to, prepare a distraction. A fun encounter with no specific timing, that will come to the PCs when you need it to, so that you can stall the PCs with something fun. Use it if the PCs go so far afield that you're stumped on what you can do without being worried that you'll break the campaign. It will generally give you time to get to the end of the session and go home and plan.

Whatever you do, try not to be so nervous that you sabotage yourself by trying to make the PCs and adventure go exactly as you planned it. Relax, go with the flow, and remember that YOU are also supposed to be having fun.

. . . . . . . -- Eric

PS -- Besides, they can smell fear. ;)
 

Scratched_back said:
Here's the catch. I love the games I've played in so much, I really wanna put back into the community as it were, and run my own game. I can't imagine DM'ing is easy, especially for the first time, but I've done my best to anticipate everything. I've hand picked a small group (3/4 players) of my best friends that I know game and game seriously, we've got a place to play that's out of the way of interruptions, I've spent the last two months writing plot hooks, buying sourcebooks and maps, figuring a good setting etc. I've even bought and conquered that elusive text known as the Dungeon Master's Guide. Amazing.

My problem is that I know there'll be things I've missed... I can see catastophe looming! Can anyone help me and point out the most important things about preparing a game? Especially for a green DM? Pages to be left open, references to be had to hand so on and so forth. Anything to do with the players will be much appreciated too, anything that can help me "keep them on track" as it were, for the story I've got written?

The most important rule is "have fun". This both applies to you, and you should facilitate it for players.

The second most important rule is "high rolls on a d20 are good". Even if a player is trying something outlandish, let them roll for it, and if they roll high, call it good.

The rest is details. Seriously. You don't need to exhaustively stat out and map everything the players might possibly come across (too bad you didn't ask this question two months ago :) ). There is no "track" to keep the players on. Most players are quite capable of siezing on the smallest bit of info and dragging all possible angles out of it. Just in case, though, have a map of a ruined building or something for them to explore if they seem to get stymied and bored.

Good DMs prepare a lot. Great DMs schrodinger, which is outwardly indistinguishable from preparing a lot, but leaves a lot more time for reading books and watching movies and doing other fun things to recharge the creative batteries that make the game great.

To schrodinger is like schrodinger's cat, it has an indeterminate state until someone pokes it with a stick. If someone tries to assassinate the king,you could exhaustively list every possible culprit, decide which one is the right one, and come up with a list of clues that lead to the real one, as well as the red herrings that will throw off the PCs. Or you could just stat out an assassin and throw the PCs into the action, give them a random assortment of clues, and watch them decide for themselves who tried to assassinate the king.
 

Pyske said:
Wow. Relax, man. Breathe.

Whatever you do, try not to be so nervous that you sabotage yourself by trying to make the PCs and adventure go exactly as you planned it. Relax, go with the flow, and remember that YOU are also supposed to be having fun.

. . . . . . . -- Eric

PS -- Besides, they can smell fear. ;)

Heh, thanks so far guys, it's all being stored in the old grey matter up here *taps head* so far. I guess my main worry is just that though... nerves. I mean, I feel confident that I can handle them deviating slightly, I'm just concerned that when I improvise that something will go awry, y'know what I mean? I'm finding it tough enough PLANNING encounters that won't be a push over and won't obliterate the party, I dunno what'd happen just randomly throwing stuff in there! :0/ Everyone knows how lame it is when the DM fudges rolls too!

Just as a sidenote, what's most popular with you guys? DM Rolling combat out in the open, or behind the safe privacy of his screen?

You're superstars lads, keep it coming! :0)

-Ben G. (England)
 


Yoda: Fear is the path to the dark side. Fear leads to anger. Anger leads to hate. Hate leads to suffering.... for DM and player alike. :)

From what I'm reading in your post, you are prepared with plot, scenario, setting, and documents/sources to back them up. Bravo! More organized than I am... :p

The variable that every DM brings into the game, is the players. And this is where it gets sticky. You need to know the eventual outcome of your storyline, and be willing for the players to get there however they may. This *can* mean that what you thought they would do, and what you planned for, does not come to be.

Roll with the "punches" then. Allow them to explore the world you have laid out before them. Take notes at to what interests them, and weave those ideas into your "master plan". Do not get caught up in the small stuff that they may not even remember from session to session. Focus on what keeps their interest. This doesn't mean abandoning your masterfully crafted plans. It just means that you might be surprised with the directions they take.

Less force, and hence less stress, is required for a plane or car to make a gradual turn as it does to make a sharp one. If the players "veer off" on a tangent, gently guide them back to the direction you want them to go. If you do it gently enough, they won't even know they are being redirected, and they'll think you had it planned all along. Many of the authors in the Story Hour forum have this down.:cool:

Now, as for rules to have at hand. I usually keep my DM screen available, which has listings of DCs for various skills - climb, jump, run, etc. (especially now since 3.5 has come along and changed a lot). If I'm not springing real random wandering monsters (i.e. planned encounters, specific wanderers, etc) I'll write up notes to have on hand for each, rather than have 2-3 books open on the table, and flipping through them frantically to see what BAB they have, or what special abilities they possess.

I suggest paying attention to what you most often refer to, and create "cheat sheets" of some sort. Or, memorize the chart. :D I usually need to look up spells most often, but I'm working on crafting a one-line description of each, and where it is found (since it seems every d20 source book includes at least a spell or two, or a dozen feats, or skills) Having a laptop is a luxury, but even a desktop unit nearby can be quickly referenced (if you are coordinated and organized enough that is).

Above all else - above the rules, the scenario, the plot - above all this, have fun! If it's not fun for you, it's probably not going to be much fun for the players either, at least not for long. Be willing to be flexible on a situation or rule call, but be consistant with the results determined from then on. If you have a house rule that healing can be done from a distance, don't force the players to have their cleric touch their last remaining NPC guide in the Halls of Doom to heal - even if you really wanted all the guides to die and thus plunge the characters into fear and dispair of ever getting out alive.

Hope this helps. Good luck!
 

Scratched_back said:
Heh, thanks so far guys, it's all being stored in the old grey matter up here *taps head* so far. I guess my main worry is just that though... nerves. I mean, I feel confident that I can handle them deviating slightly, I'm just concerned that when I improvise that something will go awry, y'know what I mean? I'm finding it tough enough PLANNING encounters that won't be a push over and won't obliterate the party, I dunno what'd happen just randomly throwing stuff in there! :0/ Everyone knows how lame it is when the DM fudges rolls too!


Ben,

Congratulations. You've just taken your first step into a larger world. :)

(Please forgive the Star Wars reference - when I saw your name, I couldn't resist.)

Just be aware that there is a strong possiblity, that your game WILL not live up to expectations - it may indeed "suck," to turn a phrase. If it does, you will be following in the footsteps of all the DM's who ever came before you - don't let 'em tell you otherwise. :) Gamemastering is something that is perfected, the same way you drive a car, or play a sport or practice any other hobby.

Relax, roll with the punches, and enjoy yourself. Your job is not to be perfect, but to entertain. In the process, you'll be entertained too. You'll be surprised how many assumptions you make while on the player's side of the screen, are wrong when looking at them from the DM's side. :)

I hope your first game goes well, and no matter HOW it goes, never get discouraged, and learn as you go. Good luck, and tell us how it goes!
 

Being a good DM is easy. Just have the following game aids:

* Core books
* Prepared adventure (written yourself,downloaded or purchased)
* Dice
* Paper & Pencil
* Munchies/Soda
* Familiarity with the characters
* .50 calibur high-powered semi-automatic rifile.

Now, start the game. When a player says something you don't like, shoot him with the rifle. Everyone else will fall in line quickly.

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Just kidding!

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Seriously, the best way to start the game is with the following line: "Guys, I'm still a little rusty, but I don't want to bog the game down with looking up rules and the like. So let's keep the rule checking down to 1 minute or so. If we mess up, we mess up. No big deal. We'll just make a note of it and do it right next time. The important thing is just to relax and have fun."

... then relax and have fun!
 

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