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Dispelling common misconceptions about being a DM/GM

So I've noticed lately that while there has been a small influx of new people trying their hand at being a DM the ratio of players to DM's is rather one sided. I understand that this is to be expected, there is always going to be more that want to play than want to run it, I understand and accept that. However there seems to be an almost disporportional ratio where either a) Those willing to run games end up running several just to try and get as many people as possible playing or b) Many players end up not getting the chance to play and thus get turned off of the genre which sucks.  Now I've talked to my fair share of players, both those in my games and those I've talked to via my board posts, being introduced by a third party etc. and it seems that a lot of people don't attempt to DM for two commonly occuring reasons. The first is they don't think they will do well and the second is that they aren't "creative" enough. Both of these reasons I find can easily be handled as people tend to over hype them both due to not fully understanding the aspects of being a DM so that is what I am attempting to do here.  I am not the greatest DM there is, was or ever will be. I am constantly expanding my skills through emulation, stimulation and experimentation. So please do not take this as a guide on how one should be as a DM, but instead view it as a helpful document that is going to expell (hopefully) any misconceptions people may have about being a DM. If you are a DM and you read this and feel I left something out please feel free to post it. The more we talk about it, the more information we put out there for people to draw from, the more likely they are going to be to attempt to DM. Without DM's there can be no game and we need as many as we can get. Just as a little forewarning you may see that I slip between DM, GM or DM/GM. This is not to say that some advice applies to one or the other I just grew up on D&D so DM was the first term I learned and have sinced branched out but I still call people a DM even in systems that involve no dungeons. The DM/GM is the enemy This is quite the misconception. As a DM/GM you are not the players enemy. You are more like a referee or a judge. You are there to "enforce", and I use that term lightly, the rules and make sure the game progresses. Do not think of your time as a DM/GM as one intricate plot to crush your players and prove that you are superior because ultimately in the end...Soundwave is superior...no matter what. I've seen my fair share of DM's go in with this mentality and sure some players enjoy the constant shit storm that is rained upon them, but most don't.  Now with that said a DM/GM is not the players friends, I mean if there is no challenge than you might as well just be using your imagination and forgo talking to others. So the challenge becomes walking that fine line where you push your players but don't out right stomp them. Best way I can suggest looking at it is thusly; Think of the movies and books you enjoy. In them the characters are put to the test but typically manage to surpass the obsticle by the skin of their teeth. That is what you are shooting for, granted you don't want every challenge to be one that requires the players to exhaust every resource they have, but the important ones should.  Basically you want to set your players up with challenges but challenges they can overcome. Now at some points you will want to throw something at your players that a) they should avoid rather than fight  or b) Is meant to defeat them as they really aren't going to be defeated. Both of these are quite common plot devices. In regards to the first, a fight that should be avoided but isn't then I suggest one of two things. Either show them no mercy as to show that not everything should be fought OR Have them get past but at some terrible cost.  An example of this. In one of my games here on roll20 the group saw an approaching patrol of hobgoblins that out numbered them 3:1. The party was supposed to avoid this patrol as they were escorting an important NPC to a location. Well the players thought "oh the DM wouldn't put us up against something we can't handle" and attacked. I was then faced with a choice, do I crush them outright or not. I decided not to as I didn't want to have write a new story. Instead they managed to scrape by but at the cost of the NPC's life. Granted this changed the storyline a little but it showed them that not everything is meant to be fought and that if I do decide not to kill them it costs them dearly. But yeah, end of the day the DM/GM is not the enemy. Do you want your players to hate you a little? Yeah, but the kind of hate where it is a hate/love scenario. They hate you for putting their chars through the ringers but enjoy the game for the same reason. Just remember that it can't rain every day so try and balance out the bad with some good. Not only does it give the characters something to fight for but something to lose as well :D "I just don't know the rules well enough" I hear this reason frequently and all I can say to it is this; As a DM/GM you are free to use, exclude or alter any or all rules you see fit. Now if you are going to alter or exclude rules from the setting/system try and make a note of which ones you are changing or dropping so you can let your players know ahead of time. Even the best DM/GM won't be able to make a comprehensive list right off the hop so make sure to inform your players that the rules are going to be a little loose and that should a scenario come up that wasn't previously covered you are going to make a judgement then and there. Most players will be ok with this but you may get some complaints from those that are rules lawyers. If you run into a player that is a rules lawyer you have to make a choice. While they can be extremely helpful with learning rules you did not know they can also drag the entire session down as they continuously question your rulings and tend to cause you to stop what you are doing to check what they said. So you have to decide from the get go if you are going to deal with them or not. If it is your first game then I suggest not dealing with them. An alternative is a rule I use in my games. If something ever calls into question I will take 2 mins to consider it and then make a ruling based on what I feel works best for the game. At the end of the session I will bring up the ruling and discuss with my players how they feel it should be ruled. Whatever we decide then is what it will be so it helps to write it down. I do this as it keeps the flow of the game moving forward as we aren't dragged down in debate but also gives the players a say on it at an appropriate time where you can take things slow. Just remember that in the end as a DM you should always be going with the option that you feel is best for you and your game. These games shouldn't be about getting bogged down in mechanics but should be about having fun which is why the "Golden Rule" in most if not all RPG's is to have fun, first and foremost. "I'm not creative enough to write my own story." This is something I hear often and have a major beef with as to me it is just a bunch of BS. If you can create a character then you have the creativity required to DM. The only way this does not apply to you is if you are creating a character with no background, motivations, views etc. If this is the case then honestly, go play a MMO. This may sound harsh but it is true. I am not expecting everyone to step into RP and be able to craft eloquent back stories for their characters but you should be able to come up with something. If the character is nothing more than a bunch of mechanical stats and numbers then yeah, your playing the wrong genre. An imagination is pretty much required to RP. However I have digressed and did not want this to come across as a rant. My point is, if you are able to develope a back story for your character even one as simple as "My character is John. He was once a farmer but after one night when raiders came by and killed his family he swore he would get revenge on those responsible." then you are able to create a storyline. The only difference being that as a DM you tend to have a bigger picture to draw, that is it. You don't even need to know everything from the start, you can easily get away with making stuff up on the spot. No one is going to be able to cover everything when creating the story so you can definitely get away with winging it should something come up you were not prepared for, and trust me it will. This may scare people but don't be, most players are ok with hearing the answers "I will get back to you on that" as it shows that while you don't have something for them now you plan on getting something done about it. But once again don't be afraid to make stuff up on the spot. That villain you unceremoniously named as Fred when put on the spot can lead to some great rp as the characters eventually learn how he got the name Fred etc. Now there is also an alternative for those new to DMing than writing your own story. Most games have several published adventurers that you can run your group through. This is something I actually highly suggest for new DM's, even those that have no qualms with writing stories as it allows them to focus more on the running of the game than creating a story and the like. Now don't be afraid to change or drop anything you don't like from the adventurers as once again at the end of the day you have to do what makes you feel good. These published adventurers tend to also have the rules for whatever mechanics are used in them so they also help you learn rules. You don't need to use different voices or accents to be a good DM/GM. This is a common misconception. At no point do players or should players expect you to speak in different voices or accents. This is a game that involves our imaginations, we can fill in the blanks ourselves. While using different voices and accents can add to the experience, not having any does not take anything away from it. As long as the story is good and the players are having fun they won't care if you use a different voice or not. Now if you want to try to use them in your games you should be made aware of some of the pitfalls that come along with them. The first is that as soon as you use a voice for an NPC you have to remember what it was and try and use it every time. This can be a little overwhelming at first so it is best if you start with one or two NPC's that are frequent in your story. As you become more confident then slowly add a voice or two etc. Don't be afraid to trip up when doing your voices as that can result in some light hearted laughs and some interesting rp. I had this leader of a goblin force that part way through his speech I slipped into an asian accent somehow, well the players got such a kick out of it that it became cannon. My slip up resulted in creating a more memorable NPC/villain as the players definitely remembered the asian goblin.  "Railroading", what is it and should it be used? A term some players and DM/GM's know is railroading. For those that don't, railroading is when a DM/GM forces their players towards one option or scenario. While many people feel railroading is a terrible thing as it takes away a players freedom to choose it can be quite the useful tool if used properly. As a new DM/GM this may seem like something good as it keeps people headed in the directions you want them to go and thus does not require you to improvise much if anything it can actually be pretty boring. My suggestion is if you are going to use it, you need to present it in a fashion that doesn't seem like you are railroading them. What does that mean? I am glad you asked. What it means is you present them with their options but make the one you want them to pick appear to be the best one. Ex. You party is being chased through the village by some werewolves and you want them to go into the sewers. When explaining that they ran into a dead end you present them with their options. "Rounding the corner you find yourselves trapped in a dead end, sold walls surrounding you on three sides. With time running out your quickly look around to see what options you have. In your quick search you spot two potential exits. The first is a door on the building to your left although you do not know if it is locked or not and should it be locked kicking it in will cost you precious time. If you are not spotted in the process your path will easily be discovered. The alternative is the sewer grate a mere 5 feet from you. You know lifting the grate will require little effort and it can easily be slipped back into place when you are finished and while the stench rising up from it is foul you know it will throw off your trail. Hearing the howls and yips of the beasts approaching you know you must decide now if you are to stand any chance of fleeing."  By doing it in a manner like that your players are more than likely going to pick the sewers as it seems like the best available option. Now if you present them with options as presented above you should take a little time to expand on what happens should they not pick the sewer. If they decide to kick in the door it is quite possible that in their attempts to flee that they fall through the floor and wind up in the sewer anyways or you can have them continue the chase through the streets but keep bringing up the sewer as a viable option. Regardless, railroading can be a DM/GN's friend as long as it is handled properly. How much should I prepare before hand and how much should I make up on the spot? There is no real definative answer to this question as it all comes down to personal preference. The only thing I suggest that you have prepared is at least the conflicts as nothing slows down the game more than the DM/GM that has to constantly look up the stats of the enemies or the like. It is one thing to have them all listed in a word file but to have to scroll through pdf's trying to find it, then it will slow things down hella much. However with everything discussed so far it is really a matter of personal preference. If you want to prepare the entire story from beginning to end then do so, just remember that players can and will throw monkey wrenches into your plans. I can not stress this enough, so you have to at least be somewhat fluid with your story. I personally like to prepare a fair bit from encounters to points/people/places of interest and of course encounters. I still keep my story fluid enough that stuff can change as if there is one thing I have learned in the 15+ years I have been a DM/GM is that players are going to do something you did not expect. So the question becomes, how does someone new to the posistion of a DM/GM that doesn't feel comfortable in their own ability to wing it, prevent this from happening? Well my first suggestion is the clever use of railroading. If that doesn't work then it doesn't hurt to have some notes jotted down about what would happen should the players diverge from the plan. These notes don't have to be that indepth at all. They could easily be a couple of sentences. Using the example with the party being chased by werewolves listed above your notes for them picking the door might be as simple as  "If party kicks in door, the building leads to the next side street that leads to more ally for them to run through, several sewer grates being spotted along the way." or it can be as detailed as you want to make it. While on the subject, don't be afraid to use a scenario that you wrote for scene A during scene D. What I mean by that is, players won't know if something you used was meant for a different part of the story, it will seem new to them so don't be afraid to use some of the work you already did but never got to use. Know your audience. This is somewhat important and I don't mean that you should know the players you are running although that may help for first timers. What I mean is that like any form of art or entertainment you should know what it is your players are looking for and try and provide them that. How do you figure this out? Easy. Ask your players questions. As a new DM/GM I often suggest having a session or two dedicated to character creation and getting to know your players. While it is easy for people to have pre-generated characters on hand it is much better if they build it "in front" of you. They could even be remaking one of the pre-gen characters they have, it doesn't matter. If you are there along with the other players it will help them to get familiarized with the other players and will allow you to know what kind of characters people are playing. If something comes up you don't feel comfortable with (a class, race, power, etc.) you can address it then and there and either familiarize yourself with it or say you aren't comfortable enough with it so you won't be allowing it. Very rarely will you get a player that throws a tantrum over not being able to play the character they want and if you do then you and your game is better off without them. Believe me. The other reason I suggest having a session or two dedicated to character creation is so you can talk to your players and find out what kind of game they want and what kind of game you like to run. If your players want more of a hack and slash then you know to make one. If you want to do a heavy rp game and people want to do a hack and slash then you have the chance to discuss what it is you want to present them and see if you can't come to an understanding. If at the end of the day you and your group doesn't mesh then it is best to find a new one then play in one that is just a train wreck. You may lose a few players but I doubt you will lose the entire group and there are always more players to fill the spots. Getting to know your players characters also allows you to create more personalized storylines should you wish to go that route so it is a win win. At the end of the day the only thing that matters is that you and your players are having a good time. This pretty much says it all. When everything boils down, the only thing that is important is that you and your players are having a good time. If you are then you are doing something right and you shouldn't change a thing. Don't let rules, people or anything else change that. We are all here to have a good time and tell a cool story while we are at it. Fun first, fuck everything else. So yeah, I probably have missed some stuff so feel free to add any advice or the like you feel is missing. As mentioned this is not meant to be a catch all rulebook on the subject but tips, tricks, suggestions and information that hopefully will get people to try being a DM/GM not only more frequently but with a little more confidence.
I just jumped into the fire. No experience on being a DM previously. The only game experienced based on being a player, and it's worth it. I've learned to be fair and stern.  It's a difficult road to balanced, but it's the righteous path.
Wow!  Heartagun that is quite a read.  I think your final point is the cincher though. In my own experience it is hard to avoid railroading.  If I've planned a certain path or two for the PCs to take, it's inevitable that one of them will find an option C.  You still have to be able to think on your toes in that situation, so when the floor caves in as you say, and the PCs all roll excellently to stay above ground, you can still have something for them to do. Something I tried in a few sessions of game, and would do again is to offer a single player at random (and different each session) a macguffin to fudge a few rolls at key times.  Since it's skype, it's pretty easy to send him a PM, and it's pretty easy for him to just say that he fumbles a roll if i ask him to, so I could have someone definitely fall into the sewer, and "invisibly" force the party to go in under the guise of rescuing him.  That same tactic means I could compell someone to fumble a critical role in a combat I need the players to lose, or in some way appear to accidentally play into my hands.  I try not to call someone on that more than once a session, but in the right situation, it creates the needed and cinematic event, and means I don't have to resort to heavy-handed GMing. Something I think I want to add to your post is this: GMing on the fly can be fun!  Even if you can't plan ahead worth a damn, you should be willing to try at least once.  My first experience doing so was, as Michael G said above me, by jumping in headfirst.  Our regular GM didn't show up that day, and I'd just finished a Left 4 Dead 2 tournament, so i just randomly said to the other people in the conversation, "You wake up, having no idea how you got where you are.  a glance around shows that (the other players) are also in the room, just sitting up, and there's a lot of blood on the black and white tiled floor.  What do you do?"  and this spontaneously led to the four of them discovering that they were in a doctor's office, and the only survivors for a few blocks of the Left 4 Dead Infection.  I had to make very quick decisions, like letting them find a flashlight in a cabinet, and a weapon to smash the creature scratching the door, but they had fun, and it wasn't too serious.  I later discovered that one person i game with enjoyed trying to put his friends out of their misery over a minor wound, but the players took over roleplaying that out, with one of them attempting to wrestle the gun from him, and accidentally firing it, attracting a horde. Anyway, not trying to turn this into an "amusing GM stories" thread.  Just thought I'd share.  I think I'd also like to point out the huge array of free online resources for almost every RPG you will play.  I can't tell you how many M&M Games involved little more prep from me than grabbing a few characters I liked from the Atomic Think Tank's forum where people post, for free, their own creations, and their writeups of existing characters.  My group didn't have to know that the villain team they were facing that evening was Dhalsim, E-Honda, Cammy, and Vega.  They just had to know the enemy heroes were a fire-conjuring stretchy guy, a large flying wrestler, an agile guy with claws, and a smokin' hot braided-blonde-hair military tactician with wonderfully formed buns of steel, long slender legs capable of kicking down buildings, and amble boobage that could start a war.  I may or may not have a crush on Cammy.  There are always character builds and concepts for common games posted around the web, which means that you could plug and play a few and have an encounter.   If you need a story, there are always a few fallbacks that get groups interested (you have to know your group).  I can always pull out the same story for my group: you walk into the bar, and see a woman sobbing and drinking.  When you ask what's wrong, she says her daughter is missing.  I know my group will jump to help, and they're already hooked.  Now it doesn't matter if the trail leads into a dungeon, or straight to a boss fight.  It doesn't matter if the girl is found alive or dead, if she was sacrificed to summon a demon, or ran away with her friends to a Justin Beiber concert.  It doesn't even matter if the setting is fantasy, space opera, or modern military.  Your group may have different stories that tug their heartstrings (maybe the group likes killing and looting, or breaking laws or magic, or maybe they even just love drinking), but once you know this, you can always fall back to it. Ok, that's the extent of my jibber-jabber.  Thanks for reading.  I hope the first post in here is one that inspires some people to try GMing who haven't before.
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Bill K.
Pro
Sheet Author
Yeah...  I would highly emphasize know your audience.  As GM, you'll have the most fun when the players are having fun, and not getting grumpy about things.  And that's easiest when the game you run matches, more or less, what they find interesting. That being said, playing is fun too.  The problem does tend to be that, once you GM once, people always go to you to run the next game.  And the next one.  And sometimes, it's fun to just concentrate on the one character, and not be responsible for inventing the new stuff to happen. But then...  with godlike responsibility comes godlike power.  A good group will help you explore your story in ways you never would have imagined alone.  GMing is a lot of work, certainly more than running a single character - but it really is rewarding, too.
I appreciate the input this is getting so far, as mentioned I am trying to get people that wouldn't consider DM/GM'ing some tips and tricks to use. I know when I first started out I really didn't have anything to go off of other than the DM/GM's I had played under and when I started I had moved to a new place several hours away from them so I really had no one to ask my questions to. I mean the more info and the like we give people the easier we are making it for people to make that leap. I often hear people say they don't due to being "afraid" of doing a poor job and what their players might think so I figured as a community we could pool our resources to help educate those that are new. And I do not mean educate in that our way is the only way or anything like that, merely different ways and styles etc. It was also not my intent to make it seem like I was not endorsing a GM wing it. Winging it can lead to some awesome rp. I was just giving my views on it for those that may be hesitant to do it until they are comfortable with the concept of running a game. However seeing as it was brought up it means my original intent for this thread is being realized in which case let's keep it up. I know as someone that wears the DM hat more often then he gets to wear my Player hat, we can always use more DM's.  While I am posting, I want to touch on using other DM's as a source of inspiration. These days with podcasts and twitch.tv and the like the gaming medium has become far more easy to access so take advantage of it. Check out some of the podcasts and the like and get a taste of how other people do things. If you see something you like then emulate or use it for your own game. No one is going to be like "hey quit jacking my style!" so don't be afraid to see what is out there. Let's keep this energy up though :D
I agree.  As an avid listener to Fear the Boot , I'm a fan of their group template (a questionnaire they fill out as a group before starting a new game, discussing what they want to accomplish as a group), and have definitely drawn inspirations from some of their other topics, like how to handle character-death for dramatic games.  In fact, I'm in the process of starting a Dresden Files RPG game specifically because of their podcast, in which they discuss how much fun their long-running Dresden game is.
Great post.  DM is a lot of fun and remember you don't need know all the rules to be a dm just be willing to look them up.   Just two notes: DMing online is WAY easier then in RL.  You don't have say "That orc is the human warlock, and that blue stone is the dragon"  you can get tokens that look way closer to what you want.  Maps are easy to find and easy to make if you can't find them.  You can store monster data on the monsters instead of having books marked.  Lastly if you get PDFs of an adventure paths you can copy and paste most anything you need. Don't get dishearted when your players murder that brooding NPC, with a 3 page backstory and 2 page story arc for the rest of the game.  While wanting to know all about that Orc manservant you added at the last moment, because you needed someone to give the players a drink.   Players love to focus on the oddest things.
I will say this about storing the info on the tokens. I used to do that but found it was a lot easier to simply put it in a word document or the like. Sometimes roll20 likes to be slow and there is nothing more annoying then trying to look up a monsters info when roll20 decides not to load or the like. Once again it is all about preference. I also concur that players focus in on the weirdest things so I agree that you shouldn't get discouraged if they don't focus in on the things you thought they would. 
There are some things that on-line role-playing has a benefit. I feel less immersed though compared to a tabletop, but that's just because I learned tabletop first.  I like the feel of a paper character sheet; sitting near the other players where you I can talk and demonstrate through movement about how my character feels. It feels natural. That's just my view though. In my experience winging it is the best for me . I'm not tell anyone that's the best way; I prefer it. I've gone from a set up barn battle to having a character infiltrate the organization through awesome role-play when they were suppose to fight. There goes all that planning, but I enjoyed it. I started bringing in new situations and locations on the spot.  It's really fun for me as the DM to design new areas on the spot as a character does something completely different. Players focusing on strange thing, I can relate. I do that too as a player.  I don't know why either.
Another great thing about keeping a fluid story is that the players have plenty of opportunity to drive the story themselves, making the whole job a lot easier for you. You become less of a story-teller and more of a referee. Often times the back-stories for characters can provide enough of a hook for a story, plus these hooks can be used to draw the party to the start of a pre-made module. Modules are great for new DM's because they have preparation done to a certain extent for you. A really good module can give you a good idea about how to prepare any game.
I am really happy with the responses this thread has received. Glad to see the community coming together to make itself stronger.
I really enjoy modules, the only trouble I've ever had with them is the classic "found route C" issue. It's easier on a battle mat where you can draw something impromptu, but for roll20, I tend to make an obscene number of maps (alot of them random) for when plan C strikes and you can quickly adapt to the players. A few that I've found very useful are -A crypt with several undead on the GM layer -A forest -A port -A town square -An inn -A shrine room Having a number of pre-made maps (no need to incredibly detail them), will allow you to quickly come up with a reason why your players have wound up there, and keeping them so that it matches the general location of your campaign (If it's an urban campaign, you'd probably have a handful of random buildings, where as a nature campaign may have various terrains). Once the map is used, throw it to the end just in case the players feel the need to come back to it.  Remember that as a DM, it's important to have the "Campaign goal" in mind, but not to make it the overwhelming focus of the game. Your players will have more fun in a semi-sandboxed setting rather than a first person shooter run XD
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Pierre S.
Pro
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As a way to avoid appearing to "railroad" the player-characters, you need to take the time to write little "side-car" adventures apart from your main script, which will not have any impact on your main script. When SHADIS magazine was published, they had the Hook, Line and Sinker feature to suggest short, generic ideas to develop into side-adventures, something like this: Hook: what draws the party to the adventure. Line: what the party has to do. Sinker: the twist to the adventure and/or possible complications. I just bought Traveller 5th-edition, and they have an EPIC adventure-writing system. &nbsp;Their proposal is simply to avoid that clues or scenes to an adventure inevitably progress from one to the other. &nbsp;Instead of Scene A forcibly leading to Scene B forcibly leading to Scenes C, D and E, write it looser so that Scenes A-E can go in any order, as players find out more, leading to yet another scene where, when fully informed or equipped, the PCs come up against the final climax or show-down. &nbsp;If the players miss something, the GM might drop a clue or allow a drunk NPC to babble something that allows them to go back to it. &nbsp;Even the final show-down may not be the end of things but merely lead to another clustered set of scenes, interconnecting with more clusters to a final mega-mega-showdown! I was fortunate in picking up RPG knowledge in 1982 from the STAR FRONTIERS: Alpha Dawn game. &nbsp;Because they wanted to mass-market this game in bookstores, they put in careful information to the new player about running a RPG and designing adventures and avoiding common mistakes, to keep your game adventures exciting. &nbsp;As I say often, you can download the game (and more materials) for free and read these hints from <a href="http://www.starfrontiersman.com/downloads/remastered" rel="nofollow">http://www.starfrontiersman.com/downloads/remastered</a> Every few years, there was also a general paperback ABOUT Role-Playing Games in general, cataloging the games available AND giving methods and tips for the new player to get into the hobby, the experienced game-master to keep their campaigns fresh, etc.
The star frontiers notes are good stuff of course. I also have in my game library Master of the game, and game mastery by Gary Gygax, not sure if those titles are exactly correct. Robin laws has a good book. monte cook dummioes series for D&amp;D 3.5 and 4e. DMG I and DMG II for 3.5 DM i think it is called toolkit. for 2e by rich baker. toughest call, killing off a pc. toughest way to get there: earn player trust, so that they know you are always fair and neutral like the idea criminal judge unbiased. If the pc leaps on a grenade declare them dead or roll it out and find out they are dead. If a pc says i hate the game i am quitting and leap to their death off a game cliff let them and rule it dead or 20d6. Do not run a game that does not have some type of serious loss or penalty somewhere. If characters are invincible they are boring. Women do not make bad DMs. they typically but not always are better storytellers. and play on PC relationships more. Just because I design worlds of adventure all night and in my spare time, please do not label me as lost in fantasy or ate up. I have a life and friends and i pay my bills and I am not hurting anyone. Just because your pc died does not mean the DM is out to get you. sometimes pcs die. just because my NPC lied to your pc and you lost something or your life do not blame the DM for a crap scenario. Intel is based on multiple reports, all saying generally the same thing. if you asked one guy your fault. NPCS can lie cheat and steal as well as the story says they should. Give the players a break here and there but keep it tough, keep it going, get to the finish. if your idea of a story is you meet in a tavern to save a princess, it is not a new idea. think of new ideas but don't think of bizzarre, weird new ideas for adventures, it confuses players. Quest to burn the Banana god of monkey land might be good for laughs but don't make it a steady diet unless the game is all for laughs. BE WARY of narcissistic players dominating. let players make fr4iends with npcs. then every once in a while one of the NPCs gets killed off. Preferably by the bad guy or his posse. If you make healing cheap and easy the game is easy. Play it to be a little rough. 20 Cure Light stacked makes for boring combats. Don't kill player characters in thier sleep. it is bad form. HELP other dms to become better, or teach them how to BE a DM. one day all of us old school dudes will be gone and if new school doesn't take up the reins no body will. Good luck to all here, best thread i've seen in a month.
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Pierre S.
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It helps to make it clear if you are running a game with "cinematic" violence where the PCs are the heroes and are guaranteed to live through the whole movie, chopping through endless numbers of mooks, or whether you are running a realistic universe with all scales of opponents, and the PCs should seek to run away or sidestep fights they can't win, and see if a negotiation action would work instead. Players should not go in thinking it's one kind of game when it's really the deadly other. Gygax wrote two books full of his golden words: ROLE-PLAYING MASTERY and MASTER OF THE GAME.
Wonderful posts from everyone, alas I have little input that has not already been said so I'll just happily bump and spread the link out :)
Glad to see this post is still getting out to people, even if this helps 1 person try being a DM then I feel my job is done.
Avoid railroading: I have not tried this yet, but I will. I suggest taking a look at the series that starts here Node-Based Scenario Design – Part 1: The Plotted Approach and here Advanced Node-Based Design – Part 1: Moving Between Nodes