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both of you have great Ideas and I will be implementing them tonight i can promise that!


Im a fairly new GM but things have been going basically good. We are nearing the end of my campaign and everyone seems to be enjoying themselves. The biggest problem I am beset with right now is that a player in my group is continuously buffing his dice rolls and I've gently called him out on it more than once yet he persists on doing it. I also have another player who I think is buffing his but I can never catch him in the act.

My question to all of you. What are some ways I can gently but Firmly get them to quit without just calling them out and embarrasing them? I like them as people and want them to continue having fun but without ruining my fun as GM.Tonight is the game so the quicker the responses the better. Thanx


Ok normally i have my party have a witness to roll their stats. It dosent have to be me and it keeps them honest. well one of my players lives two hours away so i let him roll them up alone and he showed up with an 18 17 17 16 18 16. I have seen people roll these stats before but this particular person rolls crappy pretty much all the time. I'm almost certain he cheated but i dont know weather to confront him or not. i like having him in the group and dont want to piss him off. What should I do?


Thanks for the help and advise everyone, I will definitely take stringing modules together into consideration. If anyone else has advice I'll definitely consider all advice thrown my way. Thx again!


Leonal wrote:
There's no PM'ing that I know of and as a fairly new GM myself, I'd recommend you to ask others here who are likely to give much better story related advice. :)

No problem thatnks for the advice though, its greatly appreciated


Leonal wrote:
Dwarven Insight wrote:
Leonal wrote:

Use your GM(now player) for all his knowledge, maybe not that often during play, but definitely between sessions. Be it ideas that you may or may not use, or how to handle various situations.

It will let you, IMO, get the hang of the GMing part faster, and thus be more enjoyable for the group as a whole.

Another idea is to pick/adjust an adventure to your players' interests. (e.g. don't pick one full of traps if no one is particularly fond of overcoming them)

That sounds good, i just want to be carefull what I ask him because I'm doing this so he can be a player again because we have not had another GM in the party for a long time. I appreciate your insight it seems to be worth taking in. What should I do if I run into a snag that involves information i dont want my GM turned player to know?
Well in my case I trust my GM/Player to not use that knowledge as a player, but it doesn't work in all cases. If you're not in a hurry there's always this forum (or other ones) to give you advice.

Its not that i wouldnt trust him to not use it to his advantage, i know he wouldnt but I want him to enjoy it from a pure player standpoint as much as possible. he deserves it he has been an awesome GM. I will use this forum to my advantage as much as possible. does this site offer PM'ing? and if so do you mind if i contact you personally on ocassion if im in dire need of an answer to a story related quandry?


Leonal wrote:

Use your GM(now player) for all his knowledge, maybe not that often during play, but definitely between sessions. Be it ideas that you may or may not use, or how to handle various situations.

It will let you, IMO, get the hang of the GMing part faster, and thus be more enjoyable for the group as a whole.

Another idea is to pick/adjust an adventure to your players' interests. (e.g. don't pick one full of traps if no one is particularly fond of overcoming them)

That sounds good, i just want to be carefull what I ask him because I'm doing this so he can be a player again because we have not had another GM in the party for a long time. I appreciate your insight it seems to be worth taking in. What should I do if I run into a snag that involves information i dont want my GM turned player to know?


Leonal wrote:

Hi,

speaking from personal experience I'd recommend trying out with one or more simple modules first. An adventure path can be a bit big to start of with IMO.

It's easier to handle and you won't have too many things to worry about.

If you decide to run an adventure path I'd recommend getting at least the first few modules before running so you can get a better grip of the overarching story, and make changes as you see fit for your group.

Good luck and happy gaming!

Thx for the insight, I would run a simple module istead of a full adventure path but I have a big party, well big for my usuall anyway and i have to make it last long enough for our usuall GM to come up with the second part of his story. on the plus side i have a very experienced GM to ask if I absolutely need help but seeing as he is going to be a player i dont want to ask too much of him. I do know a fare bit about running i've just never done it. theres only a few things that confuse me, like challenge ratings and giving experience and the like. I also have to get over my stage fright lol


I've been playing for a couple years and I am getting ready to attemt GM'ing my own game. Is it wise to start by running a pathfinder path? and if so which one? I'm debating on serpents skull. just looking for feedback and tips. thanks!