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Author Topic: Any tips for a first-time DM?  (Read 32212 times)

Neonivek

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Re: Any tips for a first-time DM?
« Reply #45 on: March 22, 2011, 11:45:36 am »

Actually here is one rule of DMing I guess I can share

Feel free to change your original story at ANYTIME if it makes sense and by all means pretend it was always meant to be that way.

For example if a player dies and makes a new character. By all means pretend that the story was always meant to include this new character.

Honestly taking things the players THINK are important and actually making them important (especially if they think it is a great idea) is a good way to trick your players into thinking your a much better DM then you really are. Which is really what it is about, communication.

I am odd in the sense that I actually got WORSE in terms of DMing as I went along instead of improving. When I started I had weird quirks that were also fun.
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Vorthon

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Re: Any tips for a first-time DM?
« Reply #46 on: March 22, 2011, 11:59:25 am »

@Strife26 & Darvi: Thanks. I'll consider those things.

@Neonivek: I've briefly thought of that. Not much, so the refresher's nice.
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Strife26

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Re: Any tips for a first-time DM?
« Reply #47 on: March 22, 2011, 12:08:56 pm »

Read up on this page too. Try not to get too buried in secondary tropes.

http://tvtropes.org/pmwiki/pmwiki.php/Main/ptitleocg6iflv079q
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Sowelu

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Re: Any tips for a first-time DM?
« Reply #48 on: March 22, 2011, 12:41:18 pm »

If the various nonhuman races are discriminated against, make sure you reflect that in your PLAYERS.  Tweak and twist the information you give them to make that discrimination feel justified.  Hell, make it be justified if you want, the world isn't a nice place.  People think halflings are petty criminals?  Let someone get pickpocketed by one in a way that's just plain non-plot-relevant.
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Darvi

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Re: Any tips for a first-time DM?
« Reply #49 on: March 22, 2011, 12:48:21 pm »

Have them get pick pocketed just when they have to return the mac guffin so you can waste their time with an elaborate sub-plot that could have so totally been avoided if one of the players had bothered to put points into spot *g*
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darkflagrance

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Re: Any tips for a first-time DM?
« Reply #50 on: March 24, 2011, 12:03:43 am »

You should answer the question "why": why would so many disparate races, some of whom are widely reviled and commonly prefer to devour other races or abuse them horribly, be willing and able to live together in such a city? Was there a great band of adventurers who in the past united the realms with their dream of utopia (that has perhaps now become corrupt)? Was the city created by a great mage whose magic allowed every being there to live in peace? Are the illithids who live in the city still culturally illithids or migrants who have adopted the culture of the city, which accounts for their mellowness? A city does not exist in a vaccuum; those who live there must have a motivation for having come to and staying there, and also have a vision for what they'd like to get from their life there.
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nenjin

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Re: Any tips for a first-time DM?
« Reply #51 on: March 24, 2011, 12:55:25 am »

Glancing over what you've said about your world, you seem like you're about to fall into the same trap I did. I spent a month mapping a whole city, block-by-block, wrote out encounter lists, loot lists, places of interest, a few NPC ideas, a loose plot for them to follow...I got so focused on making sure I had all my details arranged, I left little room or energy for the spontaneity that is the bread and butter of roleplaying.

The players, dutifully and being extra sensitive to testing my limitations, just kind of followed my plot trail. It wasn't very inspired and when the energy starts going out of a session, you can feel it. Just like what others have said above about the appearance of control, if you start stumbling trying to work up ideas to move things along or fill in the gaps, it destroys everyone's suspension of disbelief, even for fun's sake.

Players can tell when you're phoning in a monster encounter so you have room to think. It's great that you have a map where you can point to any place and generically say something about it. But if you're not prepared to fill out every building in there with different and interesting NPCs, on demand, it becomes a trap for you as a DM. It's presenting them with options you only have mediocre responses to. Knowing that peasants live in this building doesn't actually help you when players show up and expect them to be different than the last set of peasants they met.

Say your setting is a fantastical wizard's tower. You know how hard it is actually coming up with something fantastic every room and vista, that isn't a blatant trope, cliche' or panicked choice? If you write that a room has an anti-gravity sphere in it, players will want to mess with it, and if you've not thought about how to deal with anti-gravity, or players trying to carry the orb around with them to float over castle walls...your game is totally in the hands of players at this point.

Libraries are a classic example of more space than ideas to fill it. See how quickly it takes you to go from specific titles to generalizations when players start looking at books. See how quickly things go crazy or you shut down an idea when a player actually reads a book with an interesting title.

That's why I love table talk as a DM. LOVE_IT. Why? Because players aren't paying attention to YOU. You have time to think "How should the world be reacting to what's going on right now? What's next for the players? Is it time to introduce a side thread/quest/NPC? is it time for a combat of sorts? What's going to be in the next room they explore? What fantastical details should I give them, and should they actually do anything tangible?"

Table talk becomes bad when you're ready to go, you've got your plan or ideas, and the players aren't paying attention or have to be dragged back into it. That's when it's gone on too long. But don't be afraid to let them get a little distracted (as a group, people on their phones texting or tv is the devil when gaming), because it can only help you make the next scene you deliver better.

It's time to think you DON'T have when players say "I open to the door and go into the next room." They're looking right at you and watching your brain work through your facial expressions. If you're not prepared, it gets awkward quickly.

For someone with a large open world that they probably just want people to wander through, trust me, the pace at which you have to create whole NPCs and quests ideas is demanding. Going from a large, chaotic combat straight back into actual roleplaying is tough, so don't underestimate how much it takes out of you.

Lastly, be ready to accept outcomes and react to them. I've made DOZENS of super monsters that players just steam-rolled in 1 or 2 turns of combat. Utterly steam-rolled. As a DM, that hurts and if you're not good about managing your emotions, if quickly shows to players. You put a lot of love into that monster, and the players didn't really appreciate any of it. Be ready to have that situation happen every. single. encounter. Don't get attached to NPCs and what eventually happens to them.

Be ready to adapt, even cheat, if you have to. It's all about having a dramatic experience. Don't change their Armor Class every round, or make them automatically hit, but if they need an extra 20 HP so they get a turn to get away and fight another day, then do it. If they suddenly have a magical teleportation amulet or spell, do it.

That doesn't mean your villains should never die. They should die after a good fight/challenge. You should do whatever you can as the DM to ensure that happens. If you have a guy you don't want dead now, be ready to think up ways and reasons he's not dead or got away that don't piss your players off. A good one is the Rod of [insert what you need here]. Things going bad? Baddie already at -20 HP in the 2nd round of combat? Well he pulls out a rod of Fireball and blasts it in the vicinity of the players. Walls collapse. Players are thrown off their feet, possibly horribly injured. Bad guy limps away through the smoke and fire.

Just never take it personally. It's so much harder to go on as a DM if you feel like you've failed, or are failing. Keep an open mind about outcomes and stay mentally agile. Stay positive. The worst tests of your DMing will be players who just thrown themselves into encounters because they're not concerned about the results.

That turned into a novel, so here's some TLDR;

-Extensive preparation is excellent. It is only 1/2 the battle though.
-Mental agility is the other half.

-Start a list of one sentence ideas/phrases. Ex:
"A grieving widow."
"A young boy eager to become an adventurer."
"A tavern that is a front for something unusual."
"Giant Eagles attack."
"A golem that became sentient and is fleeing its master."

-Glance at this list during game frequently when you're planning ahead for what you want to do.

-Don't take "losses" personally.
-Adapt to your losses.
-Cheat, if you have to, in the name of a better game. But be subtle about it.
-"The best laid battle plans are meaningless when the battle starts." Or something. It totally applies to DMing.
-Let table talk happen if you need time to think.
-Never lose your sense of fun.
-To me a laptop is a must. Being able to tab between written pages or graphical documents keeps things moving. Book, notepad or note card flipping is blech. I'll even write out full NPCs on their own pages so I can reference a ton of information on them quickly.
-Be a Zen DM. Compete, without competing.   
-Learn to spot problem players. As a troper, you should recognize someone that is playing your game that way. Don't get ruffled by how they plough through encounters like assholes, effectively daring you to do something to them. Don't bother. Killing them will just reinforce what they already believed; that they knew how this was going to turn out.
« Last Edit: March 24, 2011, 01:36:29 am by nenjin »
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Lord Shonus

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Re: Any tips for a first-time DM?
« Reply #52 on: March 24, 2011, 06:32:45 am »

Also: don't be afraid to kill a PC. I fell into that trap a few times starting out.
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Darvi

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Re: Any tips for a first-time DM?
« Reply #53 on: March 24, 2011, 06:40:32 am »

Of course, resist the temptaion to kill off a PC too early. Unless they had it coming.
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Captain Mayday

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Re: Any tips for a first-time DM?
« Reply #54 on: March 24, 2011, 07:19:49 am »

Maiming a PC is a-ok. Make finding the cure a quest.
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Darvi

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Re: Any tips for a first-time DM?
« Reply #55 on: March 24, 2011, 07:31:40 am »

Which works nicely if you know that a certain player can't play for a session. Makes for a good excuse for his absence.
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nenjin

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Re: Any tips for a first-time DM?
« Reply #56 on: March 24, 2011, 10:23:33 am »

Rapidly age problem PC's characters, especially melee-focused ones, with stuff like ghosts. It can be a very passive aggressive way to get the message across, but it works.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

GlyphGryph

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Re: Any tips for a first-time DM?
« Reply #57 on: March 24, 2011, 10:27:36 am »

Also, with no risk a lot of players won't have fun. Having to retreat occasionally can be VERY beneficial. On the other hand, if you have to fudge things to avoid a stupid death, just do it.

One final trick:
Get a GM shield of some sort, and don't tell your players how much damage various monsters attacks did, just an adjective or two to describe how much they hurt. When players don't know their health total, there is a lot more tension and they have a tendency to avoid really stupid deaths as they are more cautious. And then you can fudge away things that are too stupid without ruining suspension of disbelief.
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EmperorNuthulu

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Re: Any tips for a first-time DM?
« Reply #58 on: March 24, 2011, 11:35:57 am »

     First off, while high fantasy names are great, your players will refer to them as "the wizard guy" and "the beardy dude". Also, plot sidequests, your players will get distracted, so have something for them to do if they get distracted. Oh and if your players try something ridiculous ( killing the king, riding undead death warriors, jumping into spike pits) then warn them and somehow save them if it's very early in the campaign.
     Also, the players are your worst enemy, they'll screw your session over in many ways. You must stay on top. Oh and watch out for affinity user, a.k.a people who notice loopholes in your story.
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Virex

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Re: Any tips for a first-time DM?
« Reply #59 on: March 24, 2011, 02:18:45 pm »

Alternatively, have some sort of way to bring dead players back if you need to. You never know when you absolutely need to kill one of them, but you don't want to knock that player out of the game completely.
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