Wednesday, July 29, 2015

5 Tips for the New DM





I remember the overwhelming feelings I had the first time I DM’d. It seemed like a most daunting and perhaps even an insurmountable task had been laid before me. I didn’t know any other DM’s at the time, I had no one to ask for advice or to guide me through the process. Below you’ll find a few things that I’ve learned that can help out those new to DMing.

1.Make the game more important than the rules. Yes, we need agreed upon rules in order to play the game but don’t become a slave to them. No rules lawyers need apply. What is most important, first and foremost, is providing a great game for the players. Sometimes the best way to do that is to fudge the rules or in some cases make your own rules. What playing D&D is about is telling an engaging interactive story. Never forget that your most important job as a DM is to tell a great story for the players. Everything with DMing is a judgment call. Trust your judgment, if a player wants to do something and it doesn’t quite fit with the rules but it would make for a great part of the story always feed the story, not the rules.

2.Don’t be afraid to really role play NPC’s. It can be difficult not to feel self-conscious but as a DM you need to have multiple personalities and act them out. One of the things that is often talked about among DM’s is how to get their players to better role play their PC’s. The DM sets the stage. Play your NPC’s to the hilt. Firstly, because it makes the game more alive and memorable. Secondly, because the DM sets the tone. It may take some time but if you as the DM throw yourself into role playing NPC’s it will set the example and create an atmosphere where players are more comfortable with role playing themselves. They don’t have to feel so self-conscious because you’ve created an environment where role playing is normal not, weird and they aren’t alone in role playing. One thing players have told me as to why they shy away from role playing is because they feel weird about it. They don’t want to be the only one at the table doing it. If as a DM you are putting your heart into role playing then the players no longer feel weird about it because they aren’t the only one trying to role play.

3.Appeal to the senses. None of it is real but a good DM tries to make it feel real to the players. Immerse your players in the game through their senses. Don’t overload them but whenever they are in a situation try to appeal to at least two of the five senses. Do they smell pies cooling in a window or maybe the stench of sweaty mud covered orcs? It’s easy to focus on what the players see but be sure to include other senses to make the encounter more complete.

4.All creatures are not created equal. Your players will encounter many creatures and villains through your campaigns and they do not all used the same fighting styles and tactics. An abolith doesn’t fight the same way as a kobold or an acolyte. Part of roleplaying is making sure that you make things challenging and interesting by basing your creatures’ actions on their own intelligence level and what tactics they would naturally use. The monster manual can help with this, read the description of each creature you will be using. Take some time to think about what that creature’s natural behavior would be. Does it make knee jerk reactions or is it more calculating? Is it usually found alone, in a pack, or with specific other creatures? Answering these kinds of questions will give you a better understanding of what makes the creature tick and using this information will make your encounters richer and more memorable.

5.Don’t be afraid to wing it. Whether running a mod or a campaign of your own design you must keep in mind what I call the law of DMing, “Your players will always find a way to mess up your best laid plans.” At some point they, are going to deviate from what you expect or want them to do. Don’t let this send you into the wall. Wing it. Always be ready and willing to wing it. One of the things I do is think about what some of the different choices my players might make when presented with a situation. Thinking about this ahead of time helps me to be more prepared but even then I still have to wing it at some point in almost every session. Have no fear and remember that your campaign isn’t written in stone; it’s okay to just fly by the seat of your pants. The main thing you have to remember in pulling this off is not to let your players know that you’re making it up as you go. If you’ve ever seen a cat fall off of a chair and get up and walk away like, “I meant to do that,” that’s the attitude you need to take. If you act like you meant to do that all along your players will never be the wiser and the game will go on without a hitch.


Monday, July 27, 2015

No Hurt Feelings




I’m at a loss to describe last night’s session. It’s hard to fathom what words could describe it. Everyone had a good time and there was lots of laughing but it was definitely one of the oddest sessions we’ve had. They discussed amongst themselves the picking on of Hal’s character and Hal is okay with it. Though he’s made it clear that his character is holding a grudge against the other PCs. If he plays it out it could be quite an interesting plot device.

I was glad that they hashed it out, especially without prompting from me. This way they all know where each other is coming from and that their picking on Hal’s halfling isn’t dividing the group. It’s actually getting everyone more into their characters and they are really playing out how the PC’s are interacting with each other separate from the players. The role playing is getting better as they go.

They also found out last night that they failed in their mission. Of course, they weren’t happy but they are trudging on. They know I’m a tricky DM and they are rolling with what I through at them. Last night was really what I consider to be one of those transitional sessions; it existed merely as a device to get from one plot point to another. It’s next week’s session that I’m really looking forward to.

I’m nervous because next week I’m doing something that I haven’t done before. Played correctly it should provide an exciting night. Am I up to the task? It’s good to challenge yourself as a DM and it will definitely be a challenge. Hopefully I can play it well to give my players the best experience possible.

Monday, July 13, 2015

Party at Odds



Well, Hal is more involved now in the campaign but I don’t know yet if that’s a good thing or a bad thing. Last night’s session was very chaotic. They were in the enemy tower to try to covertly discover their plans for attacking the town of surface drow. They were neither covert nor did they discover the plans. The reason it was so chaotic was that none of them could agree on courses of action. Generally, when we play they discuss things until they come to an agreement as to their course of action but last night everyone was doing their own thing and it cost them. They don’t know yet that their mission wasn’t successful and this leaves me with a choice. Do I leave it as is and let them find out they weren’t successful or do I fudge things and use DM magic to make them successful? Can they fail this task and still have fun with the rest of the campaign or would it ruin everything to have pie on their face? I don’t know yet. Thankfully I have a week to think about. I honestly don’t know what I’ll do. My reflex is to let them fail but then again this is about having fun and I don’t know that they can fail and have fun.

The other theme seems to be picking on the halfling and Hal has grown tired of it. It all started with Tyr’s PC playing a practical joke on Hal’s. Then picking on the halfling became the way Carter and Tyr dealt with Hal not being engaged in the game. It seems to have worked, they’ve pulled him out of his shell but now he wants his PC to get revenge, particularly on Tyr’s PC. They’ve never picked on Hal himself but there has been no end to the short jokes, not to mention the time they bound and gagged him (with owlbear hide). Thus far I’ve seen it as being between the PC’s and have stayed out of it, but how far do I let it go before I intercede? Does there come a point where I step in or is all fair in RPG’s and war?


Preparing for the Adventure

Our little group did meet as planned and we got everyone's characters drawn up.  Schedules are a little hectic right now so we don...