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Old 03-31-2008, 03:31 PM   Top  -  End  -  #1
AKA_Bait
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Default So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

So, rather than skirt the thread necomancy line (the original post of this has fallen to Page 16, mostly as a result of my own neglect), I'm reposting the now complete (other than for suggestions an additions) guide. There are still some very good comments in the discussion on that thread which I didn't want to include in the main body of the essay.

I’ve noticed that a few times a week there are new DMs looking for some good advice on how to start down the road. So, I figured I’d start up this thread where we kindly folks of the OotS boards could pool our collective wisdom for them. Comments and other suggestions strongly encouraged! We all have our little tricks and good advice will be added to the main post.

************************************************** *

Stepping Behind the Screen

Tired of seeing the BBEG escape, dying because of a cruddy die roll or seeing the best laid plans be squashed beneath the iron boot DM fiat? Are you ready to take the reins yourself and dish out a little of your own punishment? Are you aching to sit behind a cardboard screen secretly rolling dice and cackling but aren’t really sure how to go about it? You have come to the right thread. Here we will provide some friendly tips and tricks about getting your game started and then keeping it oiled and running smoothly.

Before anything else, the very first thing any new DM needs to do is accept that they are going to screw up. DMs are human just like everyone else.
You will forget to add that dodge modifier and it will change then entire course of the battle.
You will forget that tiny bit of dialogue the PC’s were going to hear that would lead them where you wanted.
You will have to go look up the grappling rules and still be confused.
You will lose the bloody map someplace and spend 5 minutes searching for it only to discover it has been in your left hand the entire time.
You will screw up in myriad unimaginable (ok, well, probably pretty imaginable) other ways.
You will screw up and really, it’s ok. Say it with me.

I am going to screw up.
I’m probably going to screw up badly.
But it’s ok and I’m not going to worry about it.

Repeat that a few times until it sinks in. Feel better now? Good, on to the details!

Genesis of an Adventuring Party

Spoiler


Homework: Preparing for the Game

Spoiler


Let the Game Begin!: Tips for Getting the Session Started


Spoiler


Greasing the Wheels: Keeping Things Moving and Players Happy During a Session.

Spoiler
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So You Wanna Be A DM? A Potentially Helpful Guide
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Last edited by AKA_Bait : 04-02-2008 at 11:35 AM. Reason: Tightening up the text
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Old 03-31-2008, 03:35 PM   Top  -  End  -  #2
AKA_Bait
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Default Re: So You Wanna Be A DM?: A Restored Guide

Winding Down: Ending a Session Well

Spoiler


You Did What?!: Dealing With Unexpected Player Actions

Spoiler


I Have A Funeral To Go To: Player Absence, TPKs, and Other Common Snafus

Spoiler


Trouble with Ted: Dealing with a Problem Player

Spoiler



As before, any suggested additions are welcome! I know I missed a few from the older thread as well if folks would remind me of what they were I'd be grateful.
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Last edited by AKA_Bait : 04-02-2008 at 11:41 AM. Reason: same as above
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Old 03-31-2008, 04:33 PM   Top  -  End  -  #3
TheCountAlucard
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

Wow. Wow. Again, wow.

This work is surprisingly in-depth, and really quite useful. It's entirely helpful, and covers a great number of topics.

I'd recommend this thread to a fledgeling DM. Definitely.
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Old 03-31-2008, 04:46 PM   Top  -  End  -  #4
expirement10K14
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

This was a great guide. I was going to attempt to start a game, and it would be my first time DMing without help, so this is a very helpful guide.
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Old 03-31-2008, 04:47 PM   Top  -  End  -  #5
TheThan
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

How about an “other concerns” title that deals with things like no-show players, drop outs (of the game, not school) and other factors that can come into play.

I let a pc control a no-show player for the session. I’m pretty fair, as long as I’m given a decent reason (girlfriend wants the night alone with player, family dog died etc) life happens after all. However when people start not showing up without explanations (I’m always available to telephone and everyone has my number) I start to consider dropping them. I make sure the remainder of the group is ok with the decision to drop them.

Another thing to consider is DMPCs. This is where a lot of Dms fall flat on their faces. Some dms make these characters vastly more powerful than the rest of the party, then the party with the DM’s Mary Sue.
This is usually a BAD idea. DMPCs should have two main functions, the first is to fill in a party role, say no one decided to play a healing class, a DMPC cleric would fill in that roll and contribute only as much as necessary. The second is plot reasons. Say a ranger asks that the pcs help him with defeating of an orc warlord, the ranger is likely to take the players to the warlord and participate in the battle. In these situations the DMPC is a temporary ally and probably won’t be willing to continue to adventure with the heroes. Any other function is probably not really needed.

Lets see, I can’t think of anything else off the top of my head.

This thread is great, I vote it gets stickied.
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Old 03-31-2008, 05:49 PM   Top  -  End  -  #6
Treguard
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

Thank you, thank you, a hundred times thank you!

As a player in a friend's game I knew enough about the rules and everyones' playstyles that I was technically able to run the group's next campaign. I knew, deep down, I wasn't gonna hack it, though.

For me it was a confidence issue; I tend to overanalyze a situation, to cover every conceivable angle and outcome so much so that any encounter writing was bogged down and slow in production; I wanted to provide so much for them and, more importantly, not be caught on the back foot that I was almost playing the encounters for them.

After reading this and various other sources I've finally come to terms with the fact that- yeah, I'll screw up occasionally, it's gonna happen, but the whole session/campaign/world isn't going to blow up because of it.

My thoughts about combatting backseat DMing, table chatter and the like were a lot more draconian than I had liked, now that I've looked at some of the more peaceful alternatives and ramifications of certain methods, and so I'm glad to nip that in the bud before it got out of hand even though some of the players really need to be bitchslapped now and again, hoo boy..

So once again, from an aspiring DM, thanks for the guide and I look forward to more pearls o' wisdom. :)
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Old 03-31-2008, 08:12 PM   Top  -  End  -  #7
Raum
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

Some addendums for you...
Quote:
Originally Posted by AKA_Bait View Post
Have each player explain their character concept to the rest of the group.
It can help to spend the first hour or two of the initial session brainstorming character background as a group. This makes it easy to start with the characters as acquaintances if not friends and helps keep character goals consistent - or at least not in opposition to each other.

Quote:
Originally Posted by AKA_Bait View Post
Explain any houserules you plan to employ.
This is worth reiterating. Don't surprise your players with game rules. Surprise them with what happens inside the context of the rules. :)

Quote:
Originally Posted by AKA_Bait View Post
Find out where they want to go with the character, mechanically.
Along the same lines, find out how they plan on playing the character. What role(s) do they plan on filling? To some degree this should be shared between the players themselves. That way they're not surprised when the cleric heads into melee instead of healing, or the fighter stands back and shoots his bow, etc.

Quote:
Originally Posted by AKA_Bait View Post
Don’t Argue About the Rules:
Unless you know the correct ruling or it will materially affect the outcome of the game, consider ruling in favor of the PCs on an interim basis. It's generally easy to correct before the next session and often prevents the need to apologize when the player actually did know the rule better than you.

Quote:
Originally Posted by AKA_Bait View Post
It Just Works:
As AKA_Bait says, getting bogged down in a constant stream of meaningless checks isn't fun. Consider using the last Listen roll until they get to a door where it matters, the last Search roll until they find (or miss) a trap, etc.

Quote:
Originally Posted by AKA_Bait View Post
Try to Speed Decisions:
It often helps to stay one player ahead in initiative. When Player A is up, tell Player B he's next. When B is up, tell C he's next, etc. That usually gets them planning their action before they need to act.

Quote:
Originally Posted by AKA_Bait View Post
Let The Players Do The Work
Definitely! Some related advice I read online a while ago, "Tell your players yes or say roll the dice." If they want to do something, let them try. A failure is more interesting than nothing happening because they were told not to try or it couldn't be done.

Quote:
Originally Posted by AKA_Bait View Post
Question True Stupidity
Remember what the comedian (I think Foxworthy) said, give stupid people a sign! He wants to jump in the spiked pit? Ok, the spikes are a bit rusty...he'll be wandering around with rust marks on his posterior until he has time to clean and repair his armor or clothing. Sometimes humiliation is the best teacher. One major caveat, don't play favorites. Make sure the player does it to himself...even warn them..."Those spikes look rusty, you sure you want to jump in?"

Quote:
Originally Posted by AKA_Bait View Post
Let Stupidity Take Its Course
Even beyond simple stupidity, character actions should have in game consequences. It's part of what makes a player's decision meaningful. If all problems are solved by slaughtering every potential cause they'll be feared and unwelcome in most civilized areas. They're also not likely to get any job offers requiring subtlety and may be used as assassins even when that's not why they're officially hired. At the extreme, they'll be hunted outcasts and 'good' parties will be hired to hunt down the evildoers.

Quote:
Originally Posted by AKA_Bait View Post
Have A Key Information Backup Plan
Hehe, this is important. I think most GMs run into this at one point or another.

Quote:
Originally Posted by AKA_Bait View Post
Admitting Defeat
If you think fast on your feet or just know the area well enough you can avoid the need for using 'DM fiat'. If they want to burn an entire wand of Passwall going through your maze, why not? If there's something in the maze that's truly important, leave a few clues up ahead of it. Even a map of the maze showing where the 'Tome of Important Clues' resides. That would get them to the information you wanted them to have while avoiding the annoyance of a featureless maze...which is why they burned through the wand to start with.
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Old 03-31-2008, 08:47 PM   Top  -  End  -  #8
drengnikrafe
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

*Absorbs all the information*

This is incredible, as well as very useful. I really owe you one, man.
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Old 03-31-2008, 09:50 PM   Top  -  End  -  #9
Overlord
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

That's an excellent guide, AKA_Bait. I'm sure there are quite a few inexperienced DMs who will find this very helpful. I personally found the section on ending a session to be quite interesting.
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Old 03-31-2008, 10:54 PM   Top  -  End  -  #10
Prometheus
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

I nominate it for stickiness

It seems like this kind of succinctness is what should be in the DMG, but unfortunately, they have space to fill.
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Old 03-31-2008, 11:28 PM   Top  -  End  -  #11
Wooter
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

That was incredibly useful. I've rad so many threads about "D&D horror stories" that could have been resolved if the DM would have read this first.

This should go in the front of the DMG with an "Important! Read me!" label above it.
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Old 03-31-2008, 11:42 PM   Top  -  End  -  #12
Chronicled
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

I'd also like to see this stickied. (What I'd really like is to see it in the 4th edition DMG, but I don't think we could be so lucky.)
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Old 03-31-2008, 11:51 PM   Top  -  End  -  #13
Solo
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

Good job, Sir Bait. I salute you.

Quote:

Player: I set fire to the Inn.

Keep a few NPCs statted out and to the side in case you need impromptu guardsmen, healers or a bucket brigade. Trust me, you will.
See, when something like this happens, the player should find out that Ozymandias spends his spare time crime fighting, and just happened to be wooing women with his massive charisma score at that very inn.
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Old 04-01-2008, 12:24 AM   Top  -  End  -  #14
Nohwl
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

awesome, this looks like it will help me a lot when i try to be a DM.
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Old 04-01-2008, 12:43 AM   Top  -  End  -  #15
Skjaldbakka
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

At first glance, looks worth putting a link to in my signature, if you don't mind.

Having read it over, good work. Here are some highlights:

Quote:
I like to use Post-it’s or index cards to keep track of initiative. If you keep a stack with each NPC/Monsters critical stats and initiative rolls you can slide into combat pretty much seamlessly.
This is something that I started doing a few months ago. I thought it might speed up combat a little bit. Instead, it sped up combat a lot. I mean a LOT a lot.

Quote:
Not only are you not your players mother (in most cases anyway) but starting off a session in an imperious and confrontational way will lead to an unpleasant dynamic for the rest of the session.
Ah, I find this comment amusing. Of course, my mother actually was my first DM, so. . .

Quote:
Food:
My group typically orders food at the beginning of the session. That way the interruption occurs during that 20 minute chat period at the beginning of the game.

Quote:
Roll Initiative:
My comment about the index cards applies here. I've started using this advice a few months back for my tabletops as well. I have the PCs roll initiative at the beginning of the session, and at the end of each combat, that way the dramatic tension doesn't break. If your players have issues with knowing their initiative in advance, roll initiative for them. That way they still don't know.

Quote:
Don’t Argue About the Rules:
I don't personally have this problem. My player base knows that I know, and is courteous enough to assume I'm right during the session, and possibly look it up later if they think I was wrong, and bring it up between games.
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Last edited by Skjaldbakka : 04-01-2008 at 02:21 AM.
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Old 04-01-2008, 04:53 AM   Top  -  End  -  #16
Turcano
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

There is one type of problem player that, although most people know about, you might want to include for the sake of completeness. Tabletop RPGs attract more than its fair share of social misfits, so it is likely that you will eventually have to deal with people who have... issues. If you only play with people you know well, this probably won't come up; it's much more likely to happen if a player brings a friend to the game. These are the people who use RPGs as an excuse to act like a total prick: they'll steal from and/or attack other players, deliberately derail you as often as they can, and if sexual frustration is added to the mix, things will get really ugly really fast. Setting ground rules early on may help, and then again it may not. You will probably have no choice but to eject these people from your game and, these people being who they are, they probably won't go nicely, so you're going to have to plan a way of doing so (it's very unlikely that it will come to getting the police involved, but it has been known to happen).
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Old 04-01-2008, 05:01 AM   Top  -  End  -  #17
Skjaldbakka
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

Yet another problem I've never had to deal with. I've had some problem players of that sort, but they never gave me any trouble after I throw them out. That may be related to my physical stature. That tends to dissaude people from getting 'difficult' in that particular way.
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HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
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Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2

Last edited by Skjaldbakka : 04-01-2008 at 11:14 PM.
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Old 04-01-2008, 06:22 AM   Top  -  End  -  #18
Blanks
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

A piece of advice, top of my mind, just whatever im thinking of right now?

If the players want to mess up your beautiful planned world by being silly - let them.

What is more important, the world or that the players have fun?
If they break it beyond repair, well thats what we have multible dimensions for ;)
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Old 04-01-2008, 10:03 AM   Top  -  End  -  #19
AKA_Bait
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

Quote:
Originally Posted by TheThan View Post
How about an “other concerns” title that deals with things like no-show players, drop outs (of the game, not school) and other factors that can come into play.
That's not a bad idea. I've been trying to figure out where to put things like 'oops I TPKed the party' and that section would fit that too. If things remain slow in the office I might have it up today.

Quote:
Originally Posted by TheThan
DMPC Stuff
Thought I dealt with that sufficently in the Let the Players Do The Work section. Do you think it needs more? I've been trying to avoid using the term DMPC specifically. Many a flamewar has started over the meaning of those 4 letters...

Quote:
Originally Posted by Raum View Post
some addendums for you...
Most of these I feel like I have in there in one phrasing or another and since it is already 20 single spaced pages long (I printed it out to proof over dinner last night) I don't want to add legnth repeating things too much. Other stuff though...

Quote:
Unless you know the correct ruling or it will materially affect the outcome of the game, consider ruling in favor of the PCs on an interim basis. It's generally easy to correct before the next session and often prevents the need to apologize when the player actually did know the rule better than you.
As much as it would be nice to rule for the players on a temp basis many of the 'I didn't see that coming' moments arise when there is a rules interpretation dispute. Interum ruling the way you understand it, and negating the surprise, seems more practical to me so I'll leave that endorsement as is in the main body of the text. Additionally, ruling for the players off the bat seems to undermine the 'dm decides on iffy rules' default I like to maintain in my games.

It is really a matter of style though. Personally, I'd rather have things not get bogged down/derailed and have to apologize later than vice versa.

Quote:
It often helps to stay one player ahead in initiative. When Player A is up, tell Player B he's next. When B is up, tell C he's next, etc. That usually gets them planning their action before they need to act.
Although this can be useful to move things, I feel like it takes away from the spotlight on the player whose turn it is and I'd rather not have it in the main part of the article.

Quote:
Originally Posted by raum
If you think fast on your feet or just know the area well enough you can avoid the need for using 'DM fiat'. If they want to burn an entire wand of Passwall going through your maze, why not? If there's something in the maze that's truly important, leave a few clues up ahead of it. Even a map of the maze showing where the 'Tome of Important Clues' resides. That would get them to the information you wanted them to have while avoiding the annoyance of a featureless maze...which is why they burned through the wand to start with.
Yes. That situation you described is more like the one where you ask for an extra 20 minutes, to prepare whatever comes after the maze, which you had planned for next week.

Quote:
Originally Posted by Skjaldbakka View Post
My group typically orders food at the beginning of the session. That way the interruption occurs during that 20 minute chat period at the beginning of the game.
You have a delivery place that gets there in 20 minutes consistantly? Jealous hatred blooming...

Quote:
Originally Posted by Turcano View Post
These are the people who use RPGs as an excuse to act like a total prick: they'll steal from and/or attack other players, deliberately derail you as often as they can, and if sexual frustration is added to the mix, things will get really ugly really fast.
I have been debating adding a group like this. I probably will. Players like this, in particular, need to be handled carefully and with some understanding. Many are frustrated teenagers for whom the game is one of their only social outlets.

Quote:
Originally Posted by A Few Posters
Sticky!
I'd like that. The idea is really to have something that the community keeps adding to over time that will be easy to see for a new DM looking for advice. New DM's could even even post with specific questions on the thread which are not addressed in the article.
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Old 04-01-2008, 10:36 AM   Top  -  End  -  #20
BardicDuelist
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

Great post, saying most of what is normally said. I would add somthing about the advantages of starting at lv. 1, but not make it sound like a necessity.

Sticky for sure! (Although I think we may lack a permenant mod. for the moment...)
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Old 04-01-2008, 10:50 AM   Top  -  End  -  #21
Solo
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

Quote:
I have been debating adding a group like this. I probably will. Players like this, in particular, need to be handled carefully and with some understanding. Many are frustrated teenagers for whom the game is one of their only social outlets.
One should always be ready to dole out the harshness in this sort of event.
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Old 04-01-2008, 10:52 AM   Top  -  End  -  #22
AKA_Bait
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

Quote:
Originally Posted by BardicDuelist View Post
(Although I think we may lack a permenant mod. for the moment...)
Er? I thought that Roland St. Jude and the Grey Watcher were our Mods. Has something changed?

I hope not. They do a good job.
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Old 04-01-2008, 12:40 PM   Top  -  End  -  #23
TheThan
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

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Thought I dealt with that sufficently in the Let the Players Do The Work section. Do you think it needs more? I've been trying to avoid using the term DMPC specifically. Many a flamewar has started over the meaning of those 4 letters...
Oh it looks like you did, this is what I get for skimming through the parts l read in the last thread. Heh, that rimes...

Anyway it doesn't really need more advice on it. feel free to continue.
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Old 04-01-2008, 01:01 PM   Top  -  End  -  #24
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

Very nice. I actually just finished re-reading the Foundation trilogy, the reference was well appreciated. I wish I'd had this a few months ago. So much suffering on the part of my players could've been avoided. Not that they KNEW they were suffering and missing out.
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Old 04-01-2008, 01:02 PM   Top  -  End  -  #25
Uin
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

I'm planning to start a little DMing over the next couple of months, no doubt I will be glad to have read this thread when I do.
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Old 04-01-2008, 01:10 PM   Top  -  End  -  #26
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

for a nubby DM-to-be like myself this thread is a godsend

thank you!
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Old 04-01-2008, 01:18 PM   Top  -  End  -  #27
Zeful
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

Just a quick question, how do you know what to take notes on?
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Old 04-01-2008, 01:26 PM   Top  -  End  -  #28
TheThan
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

Anything you think you’ll forget, and anything you think is important. That’s the easy answer.

I take notes on npc names, jobs, locations and maybe a little bit of info on their personality.

For combat encounters and dungeons I stat out every room and take notes on hallways with important stuff in them. I try to keep notes on where things are in the world (a map helps).


Another option is to get a notebook and let another player record specific events (suggest they take turns, keeps writers cramp down and lets everyone focus on the game), think of it as a adventuring journal. They don’t have to record every twist and turn in the dungeon, just the basic events. (Killed dragon, looted horde, partied afterward).

Just remember, organization will set you free.
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Old 04-01-2008, 01:50 PM   Top  -  End  -  #29
Duke of URL
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

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Just a quick question, how do you know what to take notes on?
Anything you know is going to come up in the session, or is reasonably likely to, even if not certain.

That, and a small set of "contingency" plans -- general-purpose creatures/NPCs/locales, etc., for when your players do something unexpected. You won't use them every time, but when you do need them, you'll be glad to have them.
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Old 04-01-2008, 10:09 PM   Top  -  End  -  #30
BardicDuelist
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Default Re: So You Wanna Be A DM?: A Potentially Helpful Guide (Reposted and Updated)

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Er? I thought that Roland St. Jude and the Grey Watcher were our Mods. Has something changed?

I hope not. They do a good job.
In the interest of not derailing this thread, I'll PM you.

As far as what to take notes on, I usually do my best to record everything that my players have (items, etc) and the people they interacted with.

The items or people that seem insignificant at the time, I try to reuse. It seems clever to the players when you have some small conversation become a large plot point later on, but the trick is to do it differently each time and not to overuse it. It also helps when you are stuck for somthing to do next or when your players take a different direction than you would normally expect.
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