So I've been wanting to learn how to be a DM, and was starting the process of... I dunno.. thinking about running some smaller/one off adventures with pre-made characters (because the people I know take forever to make characters...), and I was thinking the one-offs would have specific scenarios/situations or mechanics that were included to help me learn and practice the tracking of certain mechanics of running the game that would perhaps be good foundations for future use.
So I'm kinda wondering if anyone has any advice on things I should try to include or list out that are useful to keep track of or include so that I can be sure to get the practice/experience to be able to run games smoothly.
Quote from: Banjo Destructo on September 09, 2021, 09:52:33 AM
...I was thinking the one-offs would have specific scenarios/situations or mechanics that were included to help me learn and practice the tracking of certain mechanics of running the game that would perhaps be good foundations for future use...
Read and run modules B1, B2, and B10. If you make it out the other side of running those, you'll have experienced most things that could be considered foundational to DMing/gaming.
Then just play as often as you can and always keep seeking out new things to read/watch about DMing and always seek to make what you're doing even better.
I've been playing now for 30 years (with the same group of players now for the last 11), and I find ways I think I need to improve myself every single week when we play. it's a never ending process, but if you're starting off by seeking out advice on how to do a good job, then you're on the right track.
"No module ever survives contact with the players." --me, cribbing off a fairly well-known military truism.
Seriously. Unless you plan to brutally railroad your players (which more often than not will cause them to kick up the traces even harder or worse, quit), expect a party to take more than a few divergences. Even the ones that don't disrupt the module excessively will cause your brain to occasionally hiccup.
It's not a bad idea to have a few backup plans, just in case. Or if you're good enough, wing it.
Quote from: Mithgarthr on September 09, 2021, 10:20:29 AM
Quote from: Banjo Destructo on September 09, 2021, 09:52:33 AM
...I was thinking the one-offs would have specific scenarios/situations or mechanics that were included to help me learn and practice the tracking of certain mechanics of running the game that would perhaps be good foundations for future use...
Read and run modules B1, B2, and B10. If you make it out the other side of running those, you'll have experienced most things that could be considered foundational to DMing/gaming.
Then just play as often as you can and always keep seeking out new things to read/watch about DMing and always seek to make what you're doing even better.
I've been playing now for 30 years (with the same group of players now for the last 11), and I find ways I think I need to improve myself every single week when we play. it's a never ending process, but if you're starting off by seeking out advice on how to do a good job, then you're on the right track.
Well I do have b1/b2 so that's good. Hadn't heard about B10 before so I'll certainly look it up.
If you have any additional or specific advice I would appreciate it. Like.. Hmm, here's some questions. Do you roll random encounters ahead of time? Any good tips for keeping track of in-game time? Or any useful tips for handling light/shadows and visibility? And I'm guessing.. you roll the monster reaction every time? Or do you roll that ahead of time too? Any tips for handling "encounters"? Like.. I dunno.. when do you think its appropriate for the DM to initiate combat? Should you make it up to the players as a reaction to hostile demands from NPCs?
Quote from: Banjo Destructo on September 09, 2021, 09:52:33 AM
So I've been wanting to learn how to be a DM, and was starting the process of... I dunno.. thinking about running some smaller/one off adventures with pre-made characters (because the people I know take forever to make characters...), and I was thinking the one-offs would have specific scenarios/situations or mechanics that were included to help me learn and practice the tracking of certain mechanics of running the game that would perhaps be good foundations for future use.
So I'm kinda wondering if anyone has any advice on things I should try to include or list out that are useful to keep track of or include so that I can be sure to get the practice/experience to be able to run games smoothly.
Draw a map, with a small dungeon complex, maybe 10-12 areas. Put a few tougher encounters in it (that can either be avoided, negotiated or killed) and a bunch of mooks. Personally, for level 1 characters Goblins with a few beefier creatures/leaders can work well, or if you have a decently tanky party, you can use Orcs. Maybe a small raiding band sharing an abandoned dungeon/castle/network of caves. This is a flexible area for a low level party to investigate (give them a reason to be there, rumor of treasure, punitive raid against the humanoids, recover item stolen in a caravan, recover captives, etc) and you can do a few things on the fly if needed.
Modules IMO are pretty long and are as mentioned a bit railroaded in the modern iterations I see, and they tend to be pretty long. That complex is something that a party can finish in 1 or 2 sessions, and though it hits on a few standard tropes of low level groups, how you play the interactions will make all the difference in the world. I would suggest giving the party the "odds" for the first adventure, ie do not use too many tactics or traps from the bad guys and allow them to explore how they handle a situation. This should allow you to give them a few wins, with maybe one or two tough encounters, but for the most part you get to familiarize yourself with the job and give them some momentum.
Quote from: Banjo Destructo on September 09, 2021, 10:32:04 AM
Quote from: Mithgarthr on September 09, 2021, 10:20:29 AM
Quote from: Banjo Destructo on September 09, 2021, 09:52:33 AM
...I was thinking the one-offs would have specific scenarios/situations or mechanics that were included to help me learn and practice the tracking of certain mechanics of running the game that would perhaps be good foundations for future use...
Read and run modules B1, B2, and B10. If you make it out the other side of running those, you'll have experienced most things that could be considered foundational to DMing/gaming.
Then just play as often as you can and always keep seeking out new things to read/watch about DMing and always seek to make what you're doing even better.
I've been playing now for 30 years (with the same group of players now for the last 11), and I find ways I think I need to improve myself every single week when we play. it's a never ending process, but if you're starting off by seeking out advice on how to do a good job, then you're on the right track.
Well I do have b1/b2 so that's good. Hadn't heard about B10 before so I'll certainly look it up.
If you have any additional or specific advice I would appreciate it. Like.. Hmm, here's some questions. Do you roll random encounters ahead of time? Any good tips for keeping track of in-game time? Or any useful tips for handling light/shadows and visibility? And I'm guessing.. you roll the monster reaction every time? Or do you roll that ahead of time too? Any tips for handling "encounters"? Like.. I dunno.. when do you think its appropriate for the DM to initiate combat? Should you make it up to the players as a reaction to hostile demands from NPCs?
I would keep it as simple as possible. If you want a few wandering monsters on a table do it, to keep the group moving. For the most part I would populate the area specifically, and depending on your ideas for their goals, decide ahead of times what monsters will need reactions and which ones will be kill on sight. Make your life easy.
Quote from: Banjo Destructo
Do you roll random encounters ahead of time?
Sometimes, like if I know a chunk of an upcoming session is going to be overland travel, I'll roll encounters and weather before hand.
Quote from: Banjo Destructo
Any good tips for keeping track of in-game time?
https://savevsdragon.blogspot.com/2016/02/free-pdf-download-exploration-time.html
Quote from: Banjo Destructo
Or any useful tips for handling light/shadows and visibility?
Other than what's specifically spelled out in the rules, you know how light works in the real world, so just use common since when adjudicating things that deal with it.
Quote from: Banjo Destructo
And I'm guessing.. you roll the monster reaction every time? Or do you roll that ahead of time too?
If you're actually rolling for reaction, don't do it until you see how the players' characters are interacting with/handling the situation that way you know how to modify the roll (are the PCs being chill? Aggressive? Etc.). If you do it ahead of time, that's no different than you as the dungeon designer writing a room that says "the orc in here does X". Nothing wrong with that (and it's good to have some encounters' tactics planned), but the idea of a reaction roll is specifically for the times it's not already spelled out what the monsters would do, so don't make the roll until it's needed.
Quote from: Banjo Destructo
Any tips for handling "encounters"? Like.. I dunno.. when do you think its appropriate for the DM to initiate combat? Should you make it up to the players as a reaction to hostile demands from NPCs?
Emphasis mine. That's literally the entirety of being a DM. ;-)
Being a good DM means you have to actually DM games. Like anything you get better the more you do it.
A lot of good advice here.
From my personal experience as a mainly 5e DM and having literally DMed 100s of people, lots of new players mainly, be prepared, know your rules and adventure, don't get hooked on having everything turn out perfectly, and be confident. My personal DM style is very laid back but you have to find the specific DMing style that works for you and then improve on that.
I wouldn't start with the adventure. Your first job isn't the adventure, but where the campaign starts. Usually a starting village. Develop a few of the major characters. Not as much in terms of stats, but in terms of personalities. Have an inn, tavern, some kind of general shop where they can get some equipment, and any options for healing. Borrowing maps is fine, but even if you steal ideas for the NPCs, try to make them yours. There should be a trade town not too far away with more equipment and other resources (like magic and healing), and a city further off. You probably want names for the town and city, but you don't have to develop them until later.
I wouldn't skip character creation. While that may be necessary for things like conventions, it's really important when setting the groundwork for a campaign. Even if you only think it might turn into a campaign, it's still a good idea. It's a way to get everyone on the same page, to learn a little bit about each other, and maybe develop a few campaign hooks. It's analogous to warming up before exercising. It's okay if it takes a while. There's no rush, as long as everyone's engaged and having fun. It's not a bad idea to encourage everyone to have a personal connection to at least one other party member. Give each of the PCs a hook to the village, an NPC they have a connection with. These should be positive relationships, so the NPCs can serve as resources when needed. This gives them a tangible connection, a reason to care.
Then come up with some rumors. Some can be fairly random, warn/hint of various things, or work as foreshadowing, but there should be a number of adventure seeds. This is important, because at this stage you're setting a precedent. If you just tell them "here's your adventure, you start in this room", that's what they'll expect in the future, and they'll become very passive and wait for you to lead them along the adventure path. But if they start in the village, wander around for a bit, and then go the tavern and hear talk about a legendary white stag that was reportedly seen in the woods to the north, and a farmer who's barn is full of stirges and may be able to offer a pack mule to anyone who can clear it, and a report of goblin seen spying on the trail to the south, that tells them they have nearly infinite agency. You're setting the precedent that the players are in charge, and that can lead to a a much more dynamic campaign.
Don't design too much ahead. You can drop adventure hooks, like a rumored dungeon to the east, without detailing them. The goal really should be design exactly one adventure ahead. It's fine to be upfront and ask the players what hooks they're going to follow at the end of each session, and then plan the next session based on that. But it's always a good idea to have a few encounters sketched out that can be easily dropped in. Maybe running across a child who lost their puppy, and it's tangled in some bracken.
The starting adventures should be simple and straight forward. You can eventually develop longer arcs and more involved adventures, but it easiest to start with straightforward tasks. Even megadungeons can be designed this way, with a simple entrance and relatively few choices at the start, which can be expanded as the campaign progresses.
Starting with a pre-written adventure isn't always the best approach. They tend to be overwritten and fairly rigid, and overly complex. Since they're not yours, you won't remember the details as well, and it can be harder to improvise. It's often better to steal a few parts here and there, and mix them up on your own.
There doesn't always have to be a clear reward, and rewards don't have to be treasure, they can be information, connections, or other intangibles like a letter of introduction, a new rumor, someone owing a favor, or even a better reputation.
Reputation should be a constant concern; be aware of the public actions the PCs take, and have the world react to what they know. Saving children might lead to rousing cheers in the tavern, or people buying them beers, or even discounts or other expressions of goodwill. Secret missions won't affect public perception at all. And behaving badly can lead to nasty looks and general unfriendliness and lack of cooperation. More extreme cases can lead to shops refusing to do business with the PCs, or even a posse be called up to bring them to justice. If the players really act in ways that would make them outlaws, then treat them as outlaws. They're not heroes because they're PCs, they're PCs who can choose to be heroes, anti-heroes, villains, or other.
Use morale. Seriously, use morale.
I honestly wouldn't worry too much about being new or making mistakes. Everyone was there at one point.
I'd lay your cards on the table, as simply say, I'm new to this so bear with me. Then you'll always be given some slack.
You're the GM, so don't be afraid to make judgments on the fly and overrule the players where needed (being fair of course).
Quote from: Pat on September 09, 2021, 11:10:39 AM
Use morale. Seriously, use morale.
PREACH!!! Reaction and Morale are two rules that I'd wager are often overlooked/forgotten in the heat of the moment by new DMs, but at the same time they are two rules that take so much weight/guesswork off of a DM that newbs need those two rules more than anyone.
One last thing: don't be too proud to use premade modules.
Not everyone has the time, energy, or creativity to sink into worldbuilding as well as plotting. Feel free to tweak and modify, but you're not under any obligation to produce an adventure from scratch.
Quote from: Ghostmaker on September 09, 2021, 12:20:07 PM
One last thing: don't be too proud to use premade modules.
Absolutely... Nothing wrong with that. Plus, you can always out your own stamp on them too.
Quote from: Mithgarthr on September 09, 2021, 12:12:26 PM
Quote from: Pat on September 09, 2021, 11:10:39 AM
Use morale. Seriously, use morale.
PREACH!!! Reaction and Morale are two rules that I'd wager are often overlooked/forgotten in the heat of the moment by new DMs, but at the same time they are two rules that take so much weight/guesswork off of a DM that newbs need those two rules more than anyone.
Absolutely, plus they make a more interesting world because most fights are no longer to the death.
Can't go wrong with the B/X system. It's the simplest and easiest to adjudicate, and works astonishingly well. The AD&D 1e and 2e systems are functional, but they overcomplicated things.
Quote from: Banjo Destructo on September 09, 2021, 10:32:04 AM
Quote from: Mithgarthr on September 09, 2021, 10:20:29 AM
Quote from: Banjo Destructo on September 09, 2021, 09:52:33 AM
...I was thinking the one-offs would have specific scenarios/situations or mechanics that were included to help me learn and practice the tracking of certain mechanics of running the game that would perhaps be good foundations for future use...
Read and run modules B1, B2, and B10. If you make it out the other side of running those, you'll have experienced most things that could be considered foundational to DMing/gaming.
Then just play as often as you can and always keep seeking out new things to read/watch about DMing and always seek to make what you're doing even better.
I've been playing now for 30 years (with the same group of players now for the last 11), and I find ways I think I need to improve myself every single week when we play. it's a never ending process, but if you're starting off by seeking out advice on how to do a good job, then you're on the right track.
Well I do have b1/b2 so that's good. Hadn't heard about B10 before so I'll certainly look it up.
If you have any additional or specific advice I would appreciate it. Like.. Hmm, here's some questions. Do you roll random encounters ahead of time? Any good tips for keeping track of in-game time? Or any useful tips for handling light/shadows and visibility? And I'm guessing.. you roll the monster reaction every time? Or do you roll that ahead of time too? Any tips for handling "encounters"? Like.. I dunno.. when do you think its appropriate for the DM to initiate combat? Should you make it up to the players as a reaction to hostile demands from NPCs?
When it calls for random encounters roll the dice and make appropriate noises for whether you want the to think no encounter or yes encounter. But since you're learning you should make it easier by rolling out some ahead of time so you know approximately when they'll happen and which monsters they'll be. That way you can be at least passingly familiar with the monsters before you run them live.
If you're using a screen use initiative cards. Just a piece of paper or index card folded in half so it rests on the screen. Announce who's turn it is and if it's another player on deck let them know they're up next.
In game time. 1d6 for 10 minute chunks and a d12 for half days. When something that takes a bit happens --searching a room, combat longer than a certain amount of time, chatting for a long time to discuss plans -- increment the d6. Have a tin or lid for these so you can keep them separate and not get knocked by your other dice.
Nothing really on visibility. Try to be aware of it because it drastically affects how characters play. This one is honestly just experience.
Yes roll monster reaction every time. Yes it's very good for the DM to initiate combat from time to time as well. Particularly if the monster group seems more powerful than the PCs, has some sort of advantage, and is actually hostile to the group (hence why you check reaction). Note that Hostile monster groups don't necessarily have to escalate to combat immediately. They could threaten the PCs but retreat and get reinforcements. Or you could have the bard seduce them all and become king of the kobolds!
Quote from: Banjo Destructo on September 09, 2021, 10:32:04 AM
Well I do have b1/b2 so that's good. Hadn't heard about B10 before so I'll certainly look it up.
Take a look at the B1 map, it's one of the best models for how to lay out a dungeon. There are almost always multiple directions the PCs can go, allowing them to circle around or take multiple routes. But it's still constrained enough that they're not left with decision paralysis.
Quote from: Banjo Destructo on September 09, 2021, 10:32:04 AM
If you have any additional or specific advice I would appreciate it. Like.. Hmm, here's some questions. Do you roll random encounters ahead of time? Any good tips for keeping track of in-game time? Or any useful tips for handling light/shadows and visibility? And I'm guessing.. you roll the monster reaction every time? Or do you roll that ahead of time too? Any tips for handling "encounters"? Like.. I dunno.. when do you think its appropriate for the DM to initiate combat? Should you make it up to the players as a reaction to hostile demands from NPCs?
Random encounters are random, but you can keep it manageable with a short list (d6 works) instead of a big table with many options. Remember, their main purpose is to encourage players to not sit around and rest between each encounter.
Rolling reactions is a good habit to get into, because it teaches both you and the players that negotiation is a possibility in every encounter. Few monsters outside mindless or malicious creatures like the undead will jump immediately to combat, but if the dice or your intuition suggest it's appropriate, do it. Having a lengthy roleplaying encounter, whether it ends in combat or not, is fine. Roleplaying is the purpose of the game, after all. But pay attention to cues from your players. If they're getting bored -- and you want to pay attention to the least engaged player, not the most engaged player -- move to the next step, whether it's retreat, combat, or whatever. Think of it as a kind of pacing mechanism.
Torches mean the monsters see you. Otherwise, use corners and rough judgments of line of sight.
Quote from: Pat on September 09, 2021, 12:47:26 PM
But pay attention to cues from your players. If they're getting bored -- and you want to pay attention to the least engaged player, not the most engaged player -- move to the next step, whether it's retreat, combat, or whatever. Think of it as a kind of pacing mechanism.
This is
really good advice, OP. Heed it. Notice who's having the least fun, and direct attention towards them. But never stop looking for who's having the least fun. Once you've had to shift to someone, be sure and note if/when another place starts giving signs that they're starting to slip into boredom. In other words, if you realize you have to start giving attention to a player who's not having fun, do so, just don't do so to the detriment of the others. Give them enough to reel them back in, then go back to dividing your attention equally until otherwise needed.
Quote from: Mithgarthr on September 09, 2021, 10:20:29 AMRead and run modules B1, B2, and B10. If you make it out the other side of running those, you'll have experienced most things that could be considered foundational to DMing/gaming.
N4 Treasure Hunt is another good one, providing a ready starting premise, and entry level discussion.
There are several books on DMing (of various quality). Master of the Game (by Gygax) and Robin's Laws of good game mastering come to mind.
As far as great modules for a new DM I would suggest T1. That module has always felt like the perfect adventure to me. It has enough detail to be useful, but is endlessly adaptable for each DM. And it provides so many hooks that I feel like you could use that single module as the springboard for an entire world.
Quote from: therealjcm on September 09, 2021, 01:27:39 PM
As far as great modules for a new DM I would suggest T1. That module has always felt like the perfect adventure to me. It has enough detail to be useful, but is endlessly adaptable for each DM. And it provides so many hooks that I feel like you could use that single module as the springboard for an entire world.
Hmm. Don't get me wrong; T1 is a great module. But that adaptability also makes it complicated - T1 has a LOT of moving parts. Many of the encounters are ready TPKs for a low-level (esp. inexperienced) group. The very first encounter is giant frogs with a 4 in 6 chance of surprise (and thus free attacks even before the PCs can react), more HP than the PC party they will encounter, and a significantly better THAC0 than the PCs.
T1 tries to offset that encounter difficulty with hiring NPCs. But if the party is hiring the NPCs in town, that adds yet more moving parts. And many of the NPCs are in reality hostile. It's great module, but I"m not sure it's a great module for an inexperienced DM.
U1 (sinister secret of saltmarsh) has a bit more of a streamlined process for an inexperienced DM.
Like others have said, just dive in. Learning by doing is a big part of it. And use morale!
Also, even beyond morale, think about your NPC/monster motivations. A monster defending her brood will fight to the death but will probably not chase the PCs if they flee. Monsters guarding a passageway or bridge and seeking payment to pass might start a fight with cheapo PCs but they might end the fight just as easily if the PCs suddenly decide to pay. Even monsters who are grinding the PCs to dust might disengage before they slaughter the entire party. Why risk casualties on our side just to TPK these losers? It depends on the disposition of the monster, and what the fight was about in the first place.
Keeping track of NPCs and combat foes can be a challenge. E.g., your party of 4 is fighting 8 goblins and you're not using minis. "I attack that one. No the other one. Which one?" Or the party wants to go back and visit that NPC they only vaguely remember.
I have found that one-word descriptors solve this problem. This NPC is really tall. That combat foe looks arrogant. A one-word handle can make it easier to pick a target in combat and remember an NPC.
For combat, you can track foe HP like this:
Tall 4
Bearded 7
Yappy 8
One-armed 5
Axe 9
I find players learn these quickly and use them, especially if you use them and repeat them. "So and so PC just downed the bearded goblin. What do you do?" "I attack the one with the axe." Plus, this can also give you, the GM, role play prompts. So it's yappy's turn to attack. But before he does he makes a snide remark about the cleric's hairstyle.
Another thing you can do is help the players help themselves by summarizing their discussion and feeding back their options. Players love to ramble on about their options. The old joke that it takes a full session to open one door is true. Listen to them for a while and then repeat back the options they've been discussing. This prompts them to make a decision and helps keep the game moving.
Also, check out this book:
https://theangrygm.com/game-angry-book-launch/
I don't agree with all the advice in it, but it's a good basis for a total noob GM to start with. It assumes you know nothing about GMing. One bit of advice I really found useful is, if you're learning a new system, first play a one-shot with disposable characters. Let everyone make their mistakes with an adventure and characters that they won't be expected to continue. It takes a lot of the pressure off the situation by removing the pressure to get things right the first time.
Personally I like Sunless Citadel as an adventure to start off with, that was my first adventure one. Dynamic locations, not all baddies are assumed to be murder fodder so you have some support in the book if your players decide to not just start swinging, there's enough of a story to stay engaged but not enough to overpower agency, and it drops some nice hints for future adventures that they can take or leave without feeling like the adventure itself is deciding their next step.
It's not perfect but I have gotten a good amount of new players involved with this adventure.
Quote from: rickss on September 09, 2021, 01:41:59 PM
T1 tries to offset that encounter difficulty with hiring NPCs. But if the party is hiring the NPCs in town, that adds yet more moving parts. And many of the NPCs are in reality hostile. It's great module, but I"m not sure it's a great module for an inexperienced DM.
That's a very fair point. I ran it as a newish DM, but I'd already been through T1 as a player and I'm sure that eased the way somewhat.
But overall I think the complications of T1 are why it is such a great way to learn how fun DMing can be. Maybe it's not a first adventure to run, but maybe a second or third. Just the realization of how simple it can be to model a sandbox and practical advice for the DM on how to do it make it wonderful.
Gotta say I'm very pleased with all of the suggestions that you all have given so far, thank you very much! I'm certainly feeling much more confident about starting off.
Quote from: Banjo Destructo on September 09, 2021, 09:52:33 AM
So I've been wanting to learn how to be a DM, and was starting the process of... I dunno.. thinking about running some smaller/one off adventures with pre-made characters (because the people I know take forever to make characters...), and I was thinking the one-offs would have specific scenarios/situations or mechanics that were included to help me learn and practice the tracking of certain mechanics of running the game that would perhaps be good foundations for future use.
So I'm kinda wondering if anyone has any advice on things I should try to include or list out that are useful to keep track of or include so that I can be sure to get the practice/experience to be able to run games smoothly.
I would like to contribute to some of the fine advice already given here. I'm going to take it from a slightly different tact. You're already being given good guidance on using/not using established adventures. More to the point - what makes using specific adventures of yore *good* and how to use them (basic hexcrawling, random tables etc.)
My *basic* suggestions are these which are applicable to any system you may use in the future.
1) System familiarity. Get used to the *basic* task resolution mechanics. Combat and non-combat. Do yourself a favor and run yourself through a couple of basic combat scenarios of your own design. Then get familiar with non-combat tasks - skills etc. Don't worry about long-term campaign stuff and sub-systems you can figure that out when you're ready for larger scale games.
2) You're not telling your players a story. The "adventure" is what the players do. Yes you can set up a scenario that is as tight or loose as you want, but the players will dictate what the game is by their actions. It *will* give you some unease at first but your job as a GM is to *play the setting* as your character in reaction to your PC's (See #3). What you want to avoid, and this will be hard at first, is the idea the PC's are *supposed* to follow your adventure as you laid out. The craft of GMing is playing your setting in such a way you and your players are interacting naturally - not because *you* as the GM want them to do <X>.
3) You are the World in Motion. Even basic adventures like "Orcs have kidnapped <X>, the PC's band together to rescue <X>", can be elevated by creating context to everything surrounding the premise. The location, the PC's backgrounds, the means of travel, the things that happen while travelling, the places where they stay in town, out of town, the foods they eat, the weather, the NPC's they meet on the way, the NPC's own backgrounds, etc. etc. This is the secret sauce to GMing is developing your ability to create greater degrees of context to your game. This should be cultivated to the limit of your bandwidth. This doesn't mean you beat your players over the head with world-lore, it means you sprinkle it liberally contextually to their PC's.
Write down some basic notes until you learn how to do it extemporaneously (note: some people have a hard time developing this skill, but that's precisely what random tables are for). Any details you add to your adventure, jot it down. Nothing creates deeper context than references to things your PC's *actually* engaged in. EVERYTHING is fair game. That orc your PC killed? Little did that PC know he was the youngest brother of an Orc warlord... that NPC the players were kind to? Maybe they were so inspired by the PC's they decided to drop what they were doing and become an adventurer.... by tagging along with the PCs... and they may not be cut out for it... or are they? The possibilities are *always* endless. Embrace it, don't run away from it.
Flesh your world out on the fly. Do it between sessions. Even a basic rescue operation can turn into quite a seemingly complex situation with but a few details. And if this sounds daunting - *don't worry* just keep it simple. This rule takes a lifetime to develop and it only gets better the more you do it and your games will flourish for it.
4) You *
will* fail. Let's get this out right now. Nothing will cause new GM's loss of confidence than TPK's, and the perception that the game failed (and it's the GM's fault). Let me tell you right now: YOU WILL FAIL...
AND IT'S OK. Like in all endeavors the value of failure is learning from your mistakes. And so I say this now: you will make them, you will fail and that's how you get better at GMing the next time. Don't take it personally, just get back in the saddle and aim for the best game you can possibly run. The 2nd most important thing in GMing is not quitting. The hobby depends on people willing to sit in the GM's chair.
5) Your PC's are the stars of the show. No matter how much you like your NPC's, no matter how much you like your ideas, no matter how much you think it's about your superawesome adventure - it's always about your PC's. One of the greatest lessons I've learned about GMing is the capacity to learn to love your player's PC's as if they're your own from afar. This doesn't mean you control them, but it means you learn to become fan of them (providing your player's aren't assholes - that's a different issue altogether). It requires you accept that the PC is going to be played in ways *you* didn't expect and in that acceptance you will have better games. When your players recognize this in you, you will earn their trust as a GM and nothing is better for YOU than earning that trust. Players that trust your GMing will play better and accept the craziest things that may happen to their characters. Even if you have to kill them.
There are other lessons for sure, but these are good ones to chip away and absorb from the start. Keep your expectations low, keep your ambitions high, and don't take your players for granted. Most of all, of course - have fun.
Edit: Keep us apprised of your progress! Let us know how your first session goes and I can give you your D.O.N.G. White Belt. And of course this forum will be more than happy to help you between sessions with things you may have questions on.
I'll echo one of the posters above. It's very much experiential (which is marketing talk for learn-by doing) There are some good references out there with advice on running a game, but I don't think it's going to help much until you have the perspective to understand it.
So my advice for a first step would be to do the simplest thing possible: pick a system you've played in and know, pick a well regarded module (there are good suggestions above), tell your players "Hey, this is my first time DMing so try to help me out here," and just do it.
Once that module is done, then make some details for the closest part of the setting for the players top interact with and use to make a decision about what they'll do next.
Assuming you have at least moderately mature players, asking for feedback after a session is useful. What was fun, what dragged, what could have been done better, etc.
There are also various treatises on how to run a game well. The trick is that some contradict each other so you need to find one that matches your personal style well. Robin Laws has a well-regarded book. I personally like the Alexandrian, but you'll need to find something that works for you. Remember tha just because a lot of people think something is a good idea doesn't mean that it will necessarily work for your game.
Quote from: Pat on September 09, 2021, 11:10:39 AM
I wouldn't start with the adventure. Your first job isn't the adventure, but where the campaign starts. Usually a starting village. Develop a few of the major characters. Not as much in terms of stats, but in terms of personalities. Have an inn, tavern, some kind of general shop where they can get some equipment, and any options for healing. Borrowing maps is fine, but even if you steal ideas for the NPCs, try to make them yours. There should be a trade town not too far away with more equipment and other resources (like magic and healing), and a city further off. You probably want names for the town and city, but you don't have to develop them until later.
I wouldn't skip character creation. While that may be necessary for things like conventions, it's really important when setting the groundwork for a campaign. Even if you only think it might turn into a campaign, it's still a good idea. It's a way to get everyone on the same page, to learn a little bit about each other, and maybe develop a few campaign hooks. It's analogous to warming up before exercising. It's okay if it takes a while. There's no rush, as long as everyone's engaged and having fun. It's not a bad idea to encourage everyone to have a personal connection to at least one other party member. Give each of the PCs a hook to the village, an NPC they have a connection with. These should be positive relationships, so the NPCs can serve as resources when needed. This gives them a tangible connection, a reason to care.
Then come up with some rumors. Some can be fairly random, warn/hint of various things, or work as foreshadowing, but there should be a number of adventure seeds. This is important, because at this stage you're setting a precedent. If you just tell them "here's your adventure, you start in this room", that's what they'll expect in the future, and they'll become very passive and wait for you to lead them along the adventure path. But if they start in the village, wander around for a bit, and then go the tavern and hear talk about a legendary white stag that was reportedly seen in the woods to the north, and a farmer who's barn is full of stirges and may be able to offer a pack mule to anyone who can clear it, and a report of goblin seen spying on the trail to the south, that tells them they have nearly infinite agency. You're setting the precedent that the players are in charge, and that can lead to a a much more dynamic campaign.
Don't design too much ahead. You can drop adventure hooks, like a rumored dungeon to the east, without detailing them. The goal really should be design exactly one adventure ahead. It's fine to be upfront and ask the players what hooks they're going to follow at the end of each session, and then plan the next session based on that. But it's always a good idea to have a few encounters sketched out that can be easily dropped in. Maybe running across a child who lost their puppy, and it's tangled in some bracken.
The starting adventures should be simple and straight forward. You can eventually develop longer arcs and more involved adventures, but it easiest to start with straightforward tasks. Even megadungeons can be designed this way, with a simple entrance and relatively few choices at the start, which can be expanded as the campaign progresses.
Starting with a pre-written adventure isn't always the best approach. They tend to be overwritten and fairly rigid, and overly complex. Since they're not yours, you won't remember the details as well, and it can be harder to improvise. It's often better to steal a few parts here and there, and mix them up on your own.
There doesn't always have to be a clear reward, and rewards don't have to be treasure, they can be information, connections, or other intangibles like a letter of introduction, a new rumor, someone owing a favor, or even a better reputation.
Reputation should be a constant concern; be aware of the public actions the PCs take, and have the world react to what they know. Saving children might lead to rousing cheers in the tavern, or people buying them beers, or even discounts or other expressions of goodwill. Secret missions won't affect public perception at all. And behaving badly can lead to nasty looks and general unfriendliness and lack of cooperation. More extreme cases can lead to shops refusing to do business with the PCs, or even a posse be called up to bring them to justice. If the players really act in ways that would make them outlaws, then treat them as outlaws. They're not heroes because they're PCs, they're PCs who can choose to be heroes, anti-heroes, villains, or other.
Use morale. Seriously, use morale.
Lots of great advice here.
I must strongly second the advice to detail out the starter base, typically a Ye Medieval Village, but a roadside inn can also work for a while. IME this is vital for giving a D&D campaign legs.
1. Create home base
2. Create starter dungeon
3. Create simple hex map of area around home base
4. Seed it with more dungeons and other cool stuff.
B2 is quite a good model of this, though I think the Caves of Chaos lack in variety and the Keep is weirdly strong - a more vulnerable (but not helpless) starter village and a dungeon like Palace of the Silver Princess with some weirdness & secrets is brilliant. http://www.pandius.com/b3_orig.pdf
Quote from: Banjo Destructo on September 09, 2021, 09:52:33 AM
So I've been wanting to learn how to be a DM, and was starting the process of... I dunno.. thinking about running some smaller/one off adventures with pre-made characters (because the people I know take forever to make characters...), and I was thinking the one-offs would have specific scenarios/situations or mechanics that were included to help me learn and practice the tracking of certain mechanics of running the game that would perhaps be good foundations for future use.
So I'm kinda wondering if anyone has any advice on things I should try to include or list out that are useful to keep track of or include so that I can be sure to get the practice/experience to be able to run games smoothly.
What game are you running?
Quote from: Banjo Destructo on September 09, 2021, 09:52:33 AM
So I'm kinda wondering if anyone has any advice on things I should try to include or list out that are useful to keep track of or include so that I can be sure to get the practice/experience to be able to run games smoothly.
Sly Flourish's The Lazy Dungeon Master, is a great resource. His video blog is pretty good, and goes into all the stuff in the book, but I still bought it to support him.
I think "lazy" is a poor descriptor, though. Efficient would be better, but wouldn't sound as catchy.
https://www.youtube.com/watch?v=EURxj9L1KJc&list=PLb39x-29puaoIx5AvxJ1faPO2Lk-7hfUH
One of my favorite tips from him is "Secrets and Clues" Short bits that a GM can drop into any part of an adventure. Along the lines of the Rumor Tables from old D&D modules.
https://www.youtube.com/watch?v=3qdemNbuWxQ&list=PLb39x-29puaoIx5AvxJ1faPO2Lk-7hfUH&index=30
I will second the N4 Treasure Hunt recommendation. I have a one, two and three session version of that module I can almost run 100% from memory.
Perfect start to a campaign if.... 1) you do not have a city or home area established or 2) you want to test rule sets or 3) you don't already think Allston was a legend.
As for GM advice, I would only caution against trying to read up too much on it. I have seen many a GM stuff their heads full of so much crap they lock up that first game.
1. You describe the world
2. The players describe what they do
3. You describe how the world changes, with conflict or interesting things decided by the dice
Get Robin Laws "Law's of Good Roleplaying".
It helps you shape the game/story around WHAT THE PLAYERS WANT. If your players are having fun,
that's all that matters.
Quote from: Crusader X on September 09, 2021, 06:15:30 PM
Quote from: Banjo Destructo on September 09, 2021, 09:52:33 AM
So I've been wanting to learn how to be a DM, and was starting the process of... I dunno.. thinking about running some smaller/one off adventures with pre-made characters (because the people I know take forever to make characters...), and I was thinking the one-offs would have specific scenarios/situations or mechanics that were included to help me learn and practice the tracking of certain mechanics of running the game that would perhaps be good foundations for future use.
So I'm kinda wondering if anyone has any advice on things I should try to include or list out that are useful to keep track of or include so that I can be sure to get the practice/experience to be able to run games smoothly.
What game are you running?
I was going to run OSE.
I remember one first-time GM who, when someone came up with something completely unexpected, she just threw up her hands and said "but I don't know what to do in this situation!"
Don't to that. Make something up. Even complete BS. Fake it till you make it :D
Quote from: Trond on September 10, 2021, 11:41:46 AM
I remember one first-time GM who, when someone came up with something completely unexpected, she just threw up her hands and said "but I don't know what to do in this situation!"
Don't to that. Make something up. Even complete BS. Fake it till you make it :D
Rule #1.
I needed to think about this for a little bit before responding because there are a million things that can make someone a better game master but most things you're probably going to need to learn through experience. So I've concluded that going into being a DM the best advise I can give you is whatever happens, just roll with it. If a player defeats an enemy much easier than expected or kills an npc you had plans for then thats okay. Roll with it. Don't fudge dice, just roll with the results and the last example is if a player tries something creative and reasonable don't quash it just because you didn't plan for it. Most things that happen you didn't plan for. They may side with an npc you didn't expect or get really attached to someone who was a randomly generated background extra. Or on the otherside if they aren't biting that plot hook you dropped just shelf it for later or reuse the dungeon later on. If it makes sense, roll with it. If you need a minute to collect your thoughts plan for a short intermission tell everyone to go get snacks or go use the restroom while you catch up.
There is already some really great advice here, so I'll add some quick things that help me run a game.
1) Organization - make sure your NPCs and encounter details are organized. Don't flip back and forth in a module or monster manual. For encounters, I use bullet-points more than text and I usually convert module encounters/rooms to an easy-to read list. For monsters, I have quick stats written down and easily accessible (AC, HPs, attacks is all you need). I use a small journal at the table, but something like index cards or a notebook could work as well.
2) Simplicity - if you find yourself getting anxious over rules (for example, how illumination effects combat) make a simple ruling. When I ran AD&D 2e many years ago, I stuck to a -4 to +4 sliding scale. If something was really hard, I gave a -4, and if it was really easy, a +4, with +/-2s in the middle. Simplicity also plays a role in adventure design. As one of my favorite D&D personalities on the internet said, "Players want to kick down doors, kill orcs, and grab loot." You don't need to write Game of Thrones.
3) Fun - Keep it fun and make sure you're having fun too. This kind of goes with simplicity, but if some rule is causing stress or slowing things down, find a way (a FAIR way, usually favoring the players) to simplify it. If the players want to kill more goblins, make it a reality. If they want some investigation plots, throw it in there. Just do it in a way where the game is moving at a good pace and you're all having fun!
I think you've received some great advice so far. A few people mentioned on-the-job training, the inevitably of failure, etc. and I totally agree with that. Another poster said that after 30 years, he learns something new each session. I can't promote this enough. I have been DMing for the same amount of time and I am still learning as well. Embrace this experience and it will serve you well.
Quote from: Banjo Destructo on September 09, 2021, 09:52:33 AM
So I'm kinda wondering if anyone has any advice on things I should try to include or list out that are useful to keep track of or include so that I can be sure to get the practice/experience to be able to run games smoothly.
I have a relatively short video series on role-playing at https://www.youtube.com/playlist?list=PLJNq3rYMoz_X32WppSCzzYg8MjJS-JfAm
Quote from: Banjo Destructo on September 10, 2021, 11:27:26 AM
I was going to run OSE.
That's a good choice. It is very well organized and presented.
I think Necrotic Gnome's adventure
The Hole in the Oak is a good module for early levels, and is also well organized and presented.
My top 4 tips.
- Keep it simple. You don't need to hit a home run your first time at bat. Start with what you know. Assimilate more little by little as you get hang of things.
- 80/20 everything. 80% of your bang will come from just 20% of your buck. Identify the 20%, and focus your prep time on that. I get a lot of mileage out of having monsters to fight, so I prepare some stat blocks. Even my statblocks are mostly boiled down to just 5 stats, the 20% of a monster's characteristics that give me 80% of the play value.
- Making sense is over-rated. Mystery is better. Just about anything can be explained. The GM doesn't always need to know up front what the explanation is. In fact, when the GM knows the explanation, there's a tendency to telegraph it. Interest levels are generally higher when trying to solve some mystery than when the mystery has been solved.
- Practice with Appendix A. This is the AD&D 1E DMG section on random dungeon creation. I recommend using it for solo play. There is a TON you will learn from this. The value of exploration. Staying organized. Trim the fat. How to GM in the face of different character types and party compositions. Making calls on the fly. Adding creative touches to a given adventure structure. Improvising in real time.
My suggestions:
- As others have said, nothing you read is going to mean much without some experience. Find some players that will put up with mistakes, often hilarious, party-killing mistakes, and go.
-- If you must read outside things, start with the Angry GM mentioned earlier. Some of his recent posts may be an even better introduction than his book. He isn't always correct, and his tone is an acquired taste, but he does the very important step of telling you on each piece of advice why it is there, so that you can make an informed decision about how to adapt it to your game, and breaks it down into usually clear steps from the ground up. If you must read Robin Laws, only do so after reading others and with some practice, because most of his advice is the complete opposite of the Angry GM's, and is often feel-good pablum rather than practical advice on how to do anything. Even when Laws is correct, it is situational advice for an experienced GM, not something you can just do and understand later.
-- And, in fact, starting as soon as possible is what the Angry GM tells you--here's a way to get started, go run a game doing these simple things, then come back and read more. Whether his exact suggestions for how to start are the best or not doesn't really matter, though the one to do a one-off with pre-gens is gold. It's always a good idea to learn a new system with something that you aren't 100% committed to doing a campaign for. If it happens to turn out great, you can always flesh it out into a longer game later. But there is no promise of that.
-- There is a difference between all the discussion, rules-interpretation, and thought between sessions versus what you do in the session. In the session, just do the best you can to be focused on keeping the game moving right now. If it completely comes apart, and you must do more than make a quick ruling, or maybe you are overwhelmed, then explicitly stop the game for a few minutes, resolve things best you can with the group, and then explicitly get back into the game. This is especially important if the players are more experienced than you. When you drop out of game that way, you are deferring to their experience to help you learn something that, in your judgment, you really need to know right now. While learning, you want to make it explicit because this will help you get into the proper frame of mind, will be clear to the players when you want to discuss versus keep going even with nasty mistakes, and will help you avoid the habit of running for help every time there is a little uncertainty. Going for help needs to be a conscious choice. The cost of stopping the game isn't all that great, as long as you don't do it a lot, but it is a cost.
- I have yet to see any game that does a better job than Toon of getting the GM started, If you are really nervous about it, buy that and run it. It's easy to learn, short to play. You won't learn everything you need to know to run D&D or something similar running Toon, but you will get some of the basics out of the way. Barring that option, it would be difficult to top Moldvay Basic as a good starting place. Not perfect, but then nothing is. I don't own OSE, so can't comment on that, but as I understand it, should be compatible with Moldvay. If it lacks the how to start advice of Moldvay, you could run OSE the Moldvay way. If it's got its own version of that, good enough.
If you and your Players are having fun, then you are doing it right.
The rules serve you as GM, not the other way around.
For just a pure teaching/learning beginners module, take a look at Tomb of the Serpent Kings. It is a free download and might be very helpful.
https://www.drivethrurpg.com/product/252934/Tomb-of-the-Serpent-Kings--Deluxe-Print-Edition
Good Luck!