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Top 10 tips/words of advise to the newbie DM
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<blockquote data-quote="Saeviomagy" data-source="post: 1105455" data-attributes="member: 5890"><p>I'd disagree with these two. If you've got a mind for rules, then fine, know the rules best.</p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p>The biggest rule by far that you should bear in mind as a new GM.</p><p></p><p>Your players are NOT your opponents</p><p></p><p>Also, impress upon (and show by your deeds as well as words) the corollary</p><p></p><p>You are NOT the opponent of the players</p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1105455, member: 5890"] 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. 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. 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). [/QUOTE]
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