Straight To DMing


Advice


Ok, so I have played D&D on TWO separate occasions, and am much more interested in learning to DM--as I am debating on chasing a career in writing--since DMing is basically writing/telling a story with the added challenge of having to improvise/revolve around the actions/goals of PC's. I do not intend on jumping straight into the fire and attempting to DM with my limited knowledge as that would be sheer ignorance, though. I am currently writing my plot, settings, Continental map (I'm creating my own continent in order to target my studies towards races, classes, basic knowledge, as well as studying DM techniques and mentalities) etc.

I've already got a great story-line that will hopefully immerse my future players in the entire continent and all of it's intricacies and love where the story is going thus far. Knowing that things will seldom go exactly as planned, I'm also developing many potential forks in the story-line in order to adapt to PC's decisions (and goals once I have them create their characters).

I've spent about 20 hours so far in my studies (mostly watching video's of experienced DM's teaching their techniques: what not to do, what to be prepared for, ways to bring things together without trying to force the story upon the players, and so on. I'm also watching popular campaign's being streamed/uploaded online to get a feel for roll playing in it's natural/more experienced state.

My question, however, is this; Is there any guide that has--in some sort of organized order--a list of things to study/know so that I may make some sort of check list and make sure that I am covering every basis necessary? Or Would one of you with greater experience be able to post one here for me to follow? Any help, tips, etc. would be greatly appreciated but having a set study planner would definitely expedite my learning process and help prepare me to begin this grand adventure of DMing!


Not really what you're asking for, but did you read any adventure paths? That helped me alot when I started making one.

Grand Lodge

First, run a test game.

A one-shot, to feel out game-play.

We be Goblins is a fun one, and is available to download for free.


Little: I have not. Ironically, although I love writing I've never been a fan of reading, although I'm starting to recently to expand my opportunities.

Black: I have a lot of core knowledge to gain before running a game, unless you're referring me to do so as a player? even so, I believe watching and observing a game and the actions of both PC's, as well as DM's would be more beneficial from a learning standpoint would it not?

Anyways I have a 45 min drive ahead of me so I'll check back at this in about an hour. On an unrelated topic, how do I create an avatar? When I go to create profile it's asking for a character sheet basically so I'm not sure where to go? If I don't get a reply on that I'll have to fidget around on here when I can get back on :P

Grand Lodge

I mean when you feel ready to begin giving your hand at DM.

Running a one-shot will give you experience, and a better understanding of what it takes to DM.

Observation can only give you so much.

It will allow you to have a better idea of what does, and does not, work for you.

Every DM has their own unique style, and this will give you a chance to find your own.


As was said, run a short one shot to get your feet wet.

There's a difference between reading about something and actually doing it .

Grand Lodge

Indeed.

I spent a bit of time on a farm, raising rabbits and chickens.

I knew very well how to slaughter them and had seen it done, but it was a different experience actually doing it.


At least go through one, to see what they put in it, to have a good idea of what you need.


+1 for run a module, any module, and hope to have some patient players. Just get a decent (not perfect) understanding of the rules first.


2nd edition D&D had a couple of books you might find useful if you can dig them up: Creative Campaigning, Campaign Sourcebook/Catacomb Guide and The Complete Book of Villains. One of them even has the checklist you wanted, though I don't remember which one.


The best way to learn to ride a bicycle is to get on a bicycle and start riding. You'll fall, you'll scrape your knees and bump your elbows, but if you keep getting on it, eventually you'll ride it just fine, maybe even very well if you stick with it.

DMing is like that.

Sure, there's a bit more to learn. If you want to learn it all before your first day as a DM, well, you could study for months, years even, and still maybe have a disastrous first session. Or you could just get some friends together, let them know you're new to DMing and you would like feedback, and then just start DMing.

You'll figure it out as you go along.

Besides, you've already got the important part figured out. Tell a story. Keep it interesting. Worrying about what the monster's AC is or how to use a specific spell is inconsequential to the all-important story.

Dark Archive

We Be Goblins is a great module to start out on. And it's free on Paizo.com


Your being a storyteller is fantastic.

Your being well-prepared will keep the game moving so you don't have to look things up too often. Have some form of easy reference... index cards, a spreadsheet, etc. Whatever works best for you to keep track of initiatives, ACs, Hit Points, Attacks, Saves. It can sound like a lot, but if you have some kind of quick reference, it won't be bad at all.

And it's really important to remember... that the players are there to tell a story too. They want a chance for their character to shine, and have fun, too.

Try to avoid Procrustes Bed situations, where you make them give up their character concepts to fit your story. Once you're secure enough with the basic rules, I think you'll find you have the most fun when you let the players come up with unpredictable and hilarious solutions.

(Really, I allow a lot of flexibility to players' creativity, as long as it doesn't impinge on other players.)

I like to think of Roleplaying games as group storytelling.


One of the problems with compiling a list like that is that it's very group dependant. I think that, as DM, your job is to ensure the other players are enjoying themselves - nothing else really matters in terms of "doing it well".

Some players want to hear the NPCs talk in different voices, some want names which sound "realistic". Some players enjoy intense characterisations, whilst others call themselves "fighter" and go from there. For some players, it's important the DM knows the rules backwards. Some want to swing from chandeliers at every opportunity (and need you to describe the environment of combats in detail), others want to fight lots of different monsters....consequently, i think the things to focus your preparation/study on will depend on what your group enjoys - a difficult thing to know until you've actually played a few sessions with them, no matter what your level of experience.

My suggestion would be to run a few sessions with the up front understanding that you'll begin a longer campaign after that. As well as giving you a bit of practical experience in a context in which errors made early wont last for the duration of a long campaign - you'll also get to see what sorts of things your players enjoy. That should always be your focus as DM, in my opinion - helping the other players have a good time.

Sovereign Court

There's no canonical course in GMing 101. What it takes to be a good GM is a bit vague because
- different players have different needs and desires
- your personal talents and weaknesses might make one style of GMing better for you than another style
- different game systems require a different GMing touch
- different adventures require a different GMing touch

To become a great GM there's a couple of things you can do:
- GM a lot. It really does take practice.
- Reflect on how it went. What felt to you like it went poorly? Figure out why; ask other people why.
- Get player feedback. Lots and lots of player feedback.
- GM for different players. Players can get stuck in a particular style so you need fresh viewpoints now and then.
- Try different game systems.

... it's not going to be something you'll master in a month. But the journey can be quite rewarding.


I am well aware that this is going to take a great deal of time. That I have no problem with; writers are used to the necessity and excitement of a incorporating a lot of in depth thought and detail. Also, I understand that there are many different views in DMing--as there are in writing--and I'm not too concerned with that as creativity and providing entertainment are my strong points. As far as a list to show me what I need to know, I mean for that to be more reflective towards game mechanics. I know some from the few sessions I've participated in and some from sessions I've spectated (which were much more informative and smoothly put together/run). I'm just afraid that as I look up the mechanics I'll accidentally skip over something which I'll need to know in order to properly run a campaign.

So basically a list of mechanics/formulas such as Thac0 (although I know pathfinder has a different formula which I'll have to learn)

Ty everybody for the advice thus far, I'll definitely keep what I've read in mind.


Krisam wrote:
2nd edition D&D had a couple of books you might find useful if you can dig them up: Creative Campaigning, Campaign Sourcebook/Catacomb Guide and The Complete Book of Villains. One of them even has the checklist you wanted, though I don't remember which one.

I actually have borrowed Campaign Sourcebook/Catacomb from my sister so it's one of the things I'm currently looking over :)


I dm'd exclusively for my first couple years as a gamer. Not cause I'm awesome, there was just no one else to take the job. And I was the only one with books. And I can say with all certainty that at 11 years old my games were horrendous. Do something you think is fun, don't set your goals too high yet, and Please Please Please be conscious of what your players' likes and dislikes because they are not the same as yours. Don't mean to offend and it seems like common sense, but it is an easy mistake for many dm'd to make.

Sovereign Court

Ah, like that.

How about just reading the core rulebook? Especially the Class, Combat and Magic chapters are tricky; make sure to read them through a couple of times.

Build a few different characters, step by step.

Play a few simple combats, on your own, with simple monsters and simple "PCs", just to get the hang of it.

GM a few level 1 adventures. The complexity increases at higher levels but it's manageable if you start at the beginning. Use only Core Rulebook stuff for now; some of the classes from other books are much trickier.


Do you have links to any of those videos you sad you were watching? I would like to see them. Especially the actual play ones. I love stuff like that.


Ascalaphus wrote:

Ah, like that.

How about just reading the core rulebook? Especially the Class, Combat and Magic chapters are tricky; make sure to read them through a couple of times.

Build a few different characters, step by step.

Play a few simple combats, on your own, with simple monsters and simple "PCs", just to get the hang of it.

GM a few level 1 adventures. The complexity increases at higher levels but it's manageable if you start at the beginning. Use only Core Rulebook stuff for now; some of the classes from other books are much trickier.

Have already taken the liberty in doing so. I'm currently reading this list----> http://paizo.com/pathfinderRPG/prd/ From start to finish, so obviously beginning with the core rulebook. I'm planning on creating a few basic combat scene's once I finish reading through it. And just kind of fidgeting around with things. Will definitely practice some of the level 1 adventures of my campaign (as well as using pre-created ones as a basis for mine) as a simulation before attempting it with others so that I can be sure I have all of the details necessary and to find what it may lack. Will also make sure I have plenty of interactive NPC's which may or may not be used based off of players decisions ex: Having pre-created blacksmiths, innkeepers, priests, etc. which may have side quests, rumors, and things of that sort.

Here is one of them (the first episode)

http://www.youtube.com/watch?v=R9HS48vx1NQ&list=PL-oTJHKXHicTYM4C8H421m ii8Zp1oKA1R&index=1

Here's another series (I think its the only episode out so far, but haven't looked through all 633 video's by the uploader ---> Downforgedcast, which is one of my main points of study-related videos so far.

http://www.youtube.com/watch?v=GXc_2c2M55E


Ive been gaming for the last 18 years of my life, and spent the last 10 or so as a DM. Here is my advice:
play as a PC a lot.
Play with different DMs
Do the one shot adventures
Make characters just because you can.
Read the core rulebook
Reread the core rulebook
Run an adventure. During adventure take notes.
Ask for feedback.
Run same adventure, enhanced from your notes and feedback.
Ask for more feedback.
Run a campaign, or adventure path.

I reread your first posting. Dtarting off with your own world is a great start. Some people start big like that, some start small with a town, or thorp. The best thing for you to do in this situation, is to not be overwhelmed. It is very easy to think big and then burn out.

Also, watch tv and movies. Read lots of books. Yes, read. These will provide you with tons of inspiration for not only campaigns, but for pc quests. Example, you hsve a pc that claims to have an unknown father. Pc fights against local king to free the land. King reveals that he is the pcs father. (you can never go wrong with star wars)

But, the biggest advice I can say, HAVE FUN. What is the point of doing it if you don't enjoy it?


Thanks for the links. Ive seen the dawnforged ones but the Rollplay ones are new to me.


Grimmy wrote:
Thanks for the links. Ive seen the dawnforged ones but the Rollplay ones are new to me.

Np man, how do I put a profile pic on here and how are characters rolled on here? I believe I saw something about playing online on this site?? The way I was showed was roll 4d6, drop the lowest of the four and re-roll any that land on 1 and then place the stats on whichever ability you like?

Sovereign Court

Don't be afraid to make mistakes. Don't be afraid to admit mistakes if someone notices; just do it right next time. Players tend to be really relieved when a GM can cope with being wrong :)


1 person marked this as a favorite.

Don't be too attached to your plotlines - they won't survive the PCs. Players will gank the 'invincible' villain on Round One. They'll ignore obvious clues and spend an entire session chasing down red herrings. They'll adopt insignificant NPCs and ignore anyone important. They'll run away from harmless things and boldly walk into obvious death, and then complain you're a killer GM.

But hopefully, it will be fun.


Arbane the Terrible wrote:

Don't be too attached to your plotlines - they won't survive the PCs. Players will gank the 'invincible' villain on Round One. They'll ignore obvious clues and spend an entire session chasing down red herrings. They'll adopt insignificant NPCs and ignore anyone important. They'll run away from harmless things and boldly walk into obvious death, and then complain you're a killer GM.

But hopefully, it will be fun.

This cannot be stressed enough. As a DM for something large do not think of yourself as telling a story but instead as creating the background and seeing what story the characters create. One-shot adventures can have a plot which the players follow, but anything longer than that and the players will go in directions you never thought they would. Players are independent human beings with their own goals and desires, and the good ones create characters with their own goals and desires, and characters pursuing those goals and desires would oft derail a DM's plot.


Arbane the Terrible wrote:

Don't be too attached to your plotlines - they won't survive the PCs. Players will gank the 'invincible' villain on Round One. They'll ignore obvious clues and spend an entire session chasing down red herrings. They'll adopt insignificant NPCs and ignore anyone important. They'll run away from harmless things and boldly walk into obvious death, and then complain you're a killer GM.

But hopefully, it will be fun.

This I've already anticipated, which is why I'm trying to create multiple forks at every corner in regards of what they decide to do, so that if they don't follow one quest I have set up, there will always be multiple other options at the ready so that I may be prepared and not trying to create battles and such on the fly.


Arashi Kirito wrote:

This I've already anticipated, which is why I'm trying to create multiple forks at every corner in regards of what they decide to do, so that if they don't follow one quest I have set up, there will always be multiple other options at the ready so that I may be prepared and not trying to create battles and such on the fly.

That's actually easier to handle through false choices:

1) the players head north to find the innkeepers lost daughter. They encounter a band of bandits, after defeating the bandits they find traces of the daughter being captured and taken to an old tower which serves as the bandit's base. Encountering a family of bears and a small warparty of kobolds before coming to the tower, which has an encounter with skeltons on the first floor....
2) the players head south to find the wizard is causing problems. They encounter a band of bandits, after defeating the bandits they find evidence that the bandits are part of a larger group which is serving the wizard and a map to an old tower which serves as the wizard's base. Encountering a family of bears and a small warparty of kobolds before coming to the tower, which has an encounter with skeltons on the first floor....
3)the players head east to find the source of a magically addictive new drug. They encounter a band of bandits, after defeating the bandits they find a letter from a friend of one of the bandits talking about how she has hooked up with a cabal of druids who have a plan involving an addictive drug, and gives directions to an old tower which serves as the druids' base. Encountering a family of bears and a small warparty of kobolds before coming to the tower, which has an encounter with skeltons on the first floor....

What you have to worry about is things like:
1) when the players encounter the kobold warband, they decide they'd much rather kill kobolds than rescue an innkeeper's daughter, so they set out after the kobold tribe the warband came from.
2) getting into a philosophical argument about the ethics of killing a family of bears versus the value of bear footwear with half the party heading back to town while the other half is decimating the wildlife in a 20 mile radius.
3) players thinking (no idea how they get the idea) that map has been enchanted and will lead to a trap, so that they need to find a high level magic user to dispell the magic before they can read the map.


The single biggest difference between writing and GMing is that you can't actually control what the PCs do the way you control characters in a story. (I had one GM who never quite got this basic fact. It was ... frustrating.). You're not so much telling a story as setting up a situation in which a story can happen, and then relying on the PCs to do something.

And no matter how clever you are at setting up forks, the PCs WILL, absolutely guaranteed, come up with something you never anticipated. Be ready to run with it and improvise on the fly. Don't set up too many forks -- most of them will never happen and that was wasted prep effort. Though you can still recycle encounters later (the bandits who were going to ambush the PCs in the forest on the way to the castle instead show up in the hills after the castle...)

Agree with the "run a short module first" advice.

The Exchange

Krisam already mentioned the AD&D 2nd Edition Campaign Sourcebook & Catacomb Guide, which provides a lot of very useful information for GMs starting out; types of player, solutions to some common gaming problems, world and adventure construction, etc. More recent books that help in the same area are Gamemastering Secrets (which is a bunch of essays from different folks on gaming tips) and Robin's Guide to Gamemastery. You'll develop your own style as a referee quickly, but it's still worth owning copies of books like these for you to review again from a position of greater experience.

One bit of advice - I, too, started out as a storyteller GM and have stuck with that style for the most part. You'll often find that it pays to have storylines plotted out with the proviso "If the PCs do nothing, then X happens on day Y". Often your players will miss a clue or decide to go off and do something else, ignoring the 'opportunity cost' of not following the plotline. This is why it's generally not a good idea to set the stakes at "the end of the world" until your PCs are paying attention to that particular plotline and are ready and willing to do something about it. If the world's due to end on Dec 12, 2012 and the PCs are off-script, you're faced with three equally unappetizing possibilities: 1) come up with some excuse for the villains not to destroy the world, 2) have some random NPCs save the world and get all the loot and credit, or 3) Destroy the world on schedule. All three will cause player complaints.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Straight To DMing All Messageboards

Want to post a reply? Sign in.