Hello everyone! What I'm trying to start here is a database of helpful rules, tips, and ideas for Gamemasters to use. I hope GM's, myself included, can use this as both a checklist of things they should do throughout their campaign and as a way to get good GM info without sorting through tens of GM related topics on the forum. I'm gonna organize these in various fields, including but not limited to: my own personal rules (that are not widely agreed upon as being good or bad), consensus rules, and Dark Heresy specific rules (my game, I'll extend this and give other RPG's their own sections once people start suggesting things). Disclaimer: Nothing anyone ever says about how YOU should GM should ever, ever, be taken as gospel. Being a good GM is a very subjective thing, this is just a place to get started and get new ideas. My Personal Rules/Tips: (A few to start with) -Listen to your players, you may have the final say on an outcome, but if they want to argue let them. -When picking players (because you probably have more offers than you know what to do with) pick the ones who know the lore best, even if they don't know the game rules. -Know the game rules as best you can, if necessary you need to know them for your players as well, don't expect them to help with rules, that's your job. -Be creative with a plot, but let them screw it up... and they will. -It all starts in a bar. Why? Good hub for quests, good way for characters to get to know each other, and a good opportunity for a barfight. -Give a tutorial, minus the tutorial. Easy opponents that don't pose much of a threat, fast to kill, helpful for noobs, hopefully fun for veterans to stomp on (for a short amount of time). -Watch how players deal with your enemies, if they get out of an event unscathed, throw 2x as many people at them next time with better armor. Don't kill them, but make them fear that it could happen. -Combat is necessary, but honestly the most boring part of the game. Focus on the roleplaying and interaction between your characters. -Don't just be a observer, be their friend. If they do something badass tell them, if they look like a fool poke a bit of fun at them. Play on the team jokes. -Maps are nice, but don't use too many of them, it slows down gameplay and can wall in player choice. I only draw maps for hubs and combat areas and even then don't pretend that they're complete (perception checks are good). - Give them bait, not everyone acting weird is gonna be of their concern, but they'll shake down the event photographer if you tell them he nods to a merchant. If they make a bad decision from time to time it feels less linear and like their choices matter. -If you can, always be 5-10 minutes early to a session, your players may already be there. -Get to know your players out of character, it helps you know what they're gonna want from the game. Just try and keep the OOC banter limited to before and after the play starts. Matters for Debate: -Trap Plots: instead of creating a simple linear plot that encourages the players to let you lead them, its the opposite creating a plot where they are met with disaster if they don't think on their own. Probably too heavy handed, and a terrible idea, but its something I thought up that might encourage players to improvise more. -Luck rolls: These are semi-secret 1d10 rolls that I use whenever I want to directly intervene with the plot. The way they work is on a roll of 1-4 something good will happen for the players, on a roll of 5 nothing happens, and on a roll of 6-10 something bad happens, the closer to 5 rolls are the lesser the severity. I love this idea and always use it because it means that its almost impossible for me as a GM to railroad the story and it adds enough uncertainty so that players are kept on their toes. I may want to save players from a tough predicament with a deus ex machina solution, but I'm held back by the fact that if I roll on it I run the risk of the situation getting worse instead. - Spoilers for players, not characters
: I have mixed feelings about this, on one hand it lessens the need for the GM to guide the players, on the other I think it railroads the plot and makes the players more likely to metagame the easiest solution. Consensus Rules/Tips: -Name everything and keep a list of the names. (Thank you Jason L.) -When players are looking for information, don't just say no, say yes, but at a price, )or give them other useful info they won't looking for -- my personal slant). (All credit to Headhunter's Context is Key topic) - Session 0's are possibly the most essential concept to keep with you. Unless you're playing with people you know well and you know are veterans always anticipate having to walk one player through character creation. Even if you don't need to its important for providing setting, finding plot preferences, the best times for sessions, and all manner of OOC things. (Thanks Headhunter for the link, I can't believe I forgot to mention this). Dark Heresy Specific : -Make sure they know what is heresy, be one of the most loyal Imperial in the Empire, or at least give players the slant on Imperial doctrine that they personally want (within reason; unless you have a heretek a tech-priest should have a *certain* view on imperial life). -Try and stay in lore; if they're playing DH they probably quite like Warhammer 40k lore. - Throw in a bit of moral ambiguity. -If they live to tell the tale, they've won the mission....sort of. They may crush a rebellion in its infancy and be praised, they may fail to stop a rebellion but escape to warn the Inquisition and be praised (but then have to live with the Exterminatus their failure caused), they may flat out join the rebellion, but as the GM its your job to say you "won" until the next mission. Just make sure if they mess up that its a Pyrrhic victory. Its not your job to make sure they fail, but to make it hard for them to succeed the way they want. Additional Reading: Dealing wish players who Blame you for their deaths Common GM myths, courtesy of Phisto Roboto Headhunter Jones' Tips on Roleplaying A GM peer review courtesy of Headhunter Jones New GM tips courtesy of Headhunter Jones Some Links from Dickie: The Alexandrian » The Art of Pacing The Alexandrian » Three Clue Rule The Alexandrian » Don’t Prep Plots 11 ways to be a better roleplayer - LOOK, ROBOT Stanislavski vs Brecht in tabletop roleplaying - LOOK, ROBOT The Alexandrian » Thought of the Day: Prep Tips for the Beginning DM The Alexandrian » Node-Based Scenario Design – Part 1: The Plotted Approach The Alexandrian » Advanced Node-Based Design – Part 1: Moving Between Nodes Some More Links from Headhunter: Session Zero Structure First, Story Last Collaborative Roleplay 10 Ways to Be a Better Online Gamer "Yes, and..." Spoilers Don't Spoil Anything
Front/Danger design