Top 10 tips/words of advise to the newbie DM

jarlaxlecq

First Post
hey everyone, i was hoping i could get some words of wisdom from some of the elder DMs out there. I'm setting up my 1st adventure as a DM in the Silver Marches in FR. Lots of material to work with i hope. what would you guy say are the most important things i should know?

Thanks
 

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Hi jarlaxlecq,

I don't know if I'm one of the Elder DM's but here is some hopefully useful advice:

- Don't House Rule to start with.
Controversial but I think you should play with the rules first and get an insight into how they really work before you start messing with them. It can be tempting to "make your mark" as a DM but what you will normally do is unbalance the game in a way that will be difficult to change later. [Players like increases in their character's power not decreases].
- The DM's word is final.
While this may be the obvious catch-cry, you should do your best to make sure that this does not get argued with. See above as well as knowing the rules below though. Players will accept your final word if it is consistent and follows a verifiable pattern. In other words, don't break rules unless you really REALLY have to.
- Know the rules better than any of your players.
This will obviously take time to develop and be more of a long term goal. Bickering about rules will cost you more game time than other distractions. There will always be rules lawyers in any game but with this under your belt, it will keep them quiet most of the time.
- Players respond more so to characters than places.
In other words, while description of a place is important, players will remember and interact much more so with characters than they will with places. As such, have a ready supply of NPC's on hand where necessary. However, have only a few of them with "out there" personalities: contrast is most important. I always try to have a small two line hook behind each of my NPCs. You use this as a guide to what they would say and how they would react to different things. A list of names at your side is also very handy.
- Know your "module".
Perhaps the most important to start off with. Knowing what you are going to put the PC's through back to front and inside out is crucial. It will make your job easier as well as your game more fluent. However:
- Don't be afraid to go on the fly either.
Sticking too much to a module or plan will feel forced after a while and sometimes, it will just be boring. If you find an opportunity to introduce a character or a situation that feels good and that will spice things up, do it without hesitation. Sometimes, a DM's most inspired work will be done on the fly.

There's a heap of other stuff as well but these seem like some good basics to start with. The people here on Enworld are excellent at giving good advice and feedback so don't be afraid to ask questions, no matter how silly they may seem - people here are much friendlier and much less hostile than on other forums.

Best Regards
Herremann the Wise
 

Herremann the Wise said:
- The DM's word is final.
While this may be the obvious catch-cry, you should do your best to make sure that this does not get argued with. See above as well as knowing the rules below though. Players will accept your final word if it is consistent and follows a verifiable pattern. In other words, don't break rules unless you really REALLY have to.
- Know the rules better than any of your players.
This will obviously take time to develop and be more of a long term goal. Bickering about rules will cost you more game time than other distractions. There will always be rules lawyers in any game but with this under your belt, it will keep them quiet most of the time.
I'd disagree with these two. If you've got a mind for rules, then fine, know the rules best.

However if you're NOT the resident rules-lawyer, then you might want to bow to his superior knowledge, assuming he's fair about it. Simply warn him that if he gives out biased information, you'll make him pay for it, and then listen to him when he disputes a rule. Often the game can continue before the effects of a rule become important - it's entirely possible to assign a player to look up a rule, and continue with the game until it actually matters.

- Know your "module".
Perhaps the most important to start off with. Knowing what you are going to put the PC's through back to front and inside out is crucial. It will make your job easier as well as your game more fluent. However:
I'd dispute this too. More important is to know the GIST of the module. Write yourself out a little summary, and get things clear in your head. Don't worry about knowing monster stats off by heart, but make sure to remember the 'focus' of an encounter (typically a monster will have some quality that makes a fight special. If they don't, then typically the area the encounter occurs in, or the equipment the creature has will make the difference). This applies to non-combat encounters too - if the mayor is concealing information, that's the important 'focus' of the encounter that involves talking to him. Don't worry about memorising maps or descriptions. Get the gist and frame it in your own words and gestures.
- Don't be afraid to go on the fly either.
Sticking too much to a module or plan will feel forced after a while and sometimes, it will just be boring. If you find an opportunity to introduce a character or a situation that feels good and that will spice things up, do it without hesitation. Sometimes, a DM's most inspired work will be done on the fly.

Very much agreed. Try to shy away from ad-libs that are too complex rules-wise (unless you know the particular rule perfectly). Ideally an adlib shouldn't prove to be a total red-herring either.

The biggest rule by far that you should bear in mind as a new GM.

Your players are NOT your opponents

Also, impress upon (and show by your deeds as well as words) the corollary

You are NOT the opponent of the players

This will largely ensure that most rules disputes are short and to the point, that players will be likely to accept your rulings on things without argument (unless they really feel strongly about a particular judgement), and that they'll generally help you play an interesting game (remember - you're playing too).
 
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