Etrian Shadowwell
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I plan on running the Black Fang's Dungeon adventure from the BB but don't know exactly how to be a GM. I've read through the adventure and marked some important notes but it doesn't explain certain situations such as, can the PCs choose where they want to go, or do they have to follow a linear path (Encounter 1, Encounter 2, Encounter 3, etc.)? How much of the adventure is verbal and how much of it uses pawns(Do the PCs continue to move their speed on the dungeon map even when not in combat? Do you move the pawns for passing traps in order to obtain treasure? or do the PCs tell you where they want to go, what they want to do, etc.)? These are really the most important things I need to know for the others just come with experience.
Thank you so much for all your feedback :)
P.S. Can you please answer my other question too? Thank you for your help :D
http://paizo.com/forums/dmtz4x5m?Question-about-time-and-simple-game-mechan ics#1
| pipedreamsam |
In order.
1) Yes the PC's can always choose what they want to do (never ever railroad your players). Of course I often make them provide a reasonable explanation if my players do something really unusual or I suspect metagaming. The AP is going to map out a path that the PC's will naturally follow, but if they deviate just roll with it, some of the most fun encounters come from improvisation.
2) Unless a player has a specific ability that gives them a roll to notice a trap without actively searching for it (usually roll in secret to prevent said metagaming). Always ask for marching order for when ambushes or traps get sprung. They move at their speed unless otherwise noted (two move actions per round 60 feet for most medium characters 40 for most small ones and dwarves)
| Anonymous Visitor 163 576 |
Secret jobs of the GM:
Describe things. Describe them really well. Unless you have visuals or music, all the players have are your words. Use more instead of less.
Push for decisions: You don't want to tell your players what to do, but you don't want them to think about every move for half an hour. My favorite tool is asking "So what will you do now?"
Set the pace: It's not clear to players when time is moving quickly, and when it moves at initiative pace. You have to tell them.
Ex) It's initiative when Indiana Jones swaps the golden idol for the bag of sand, and it's important that he gets 30' of movement per round vs. the rolling boulder.
But when it's time for Indy to travel to Cairo, time moves WAY faster. "Aaaaand, you're in Egypt". That's ok, if the movie took as long as that plane ride, it would be a terrible film.
| Brayden Green aka Icevein |
My biggest advice, is reward players for things that you like, and don't for things that you don't.
My PC's take a long time to prepare for battle. They are VERY thorough. So I have told them that I have an egg timer for battles now, and if they get through them in a certain amount of time, I give them xp and sometimes more goodies.
Be clear with them what you like, and what you expect.
Have a sound understanding of what THEY like, and what kind of game they are expecting.
Always remember rule #1: If everyone isn't having fun, something is wrong.
| Mark Hoover |
My biggest advice, is reward players for things that you like, and don't for things that you don't.
My PC's take a long time to prepare for battle. They are VERY thorough. So I have told them that I have an egg timer for battles now, and if they get through them in a certain amount of time, I give them xp and sometimes more goodies.
Be clear with them what you like, and what you expect.
Have a sound understanding of what THEY like, and what kind of game they are expecting.
Always remember rule #1: If everyone isn't having fun, something is wrong.
To add to what aka says above you must remember that this is as much your players game as it is yours. You set the tone of the initial story, you drop in conflicts where needed and you adjudicate the rules; other than that the players decide where to go, what clue to follow up on, how to use their skills/powers for conflict resolution etc. If your game continues beyond the module you are more guide and narrator than cohort to the other players at the table.
| Black_Lantern |
When giving out or letting them buy charged based or one time usage items don't penalize them too much for it. Give them a little gold back in some way for trying to use the items because a lot of people avoid them(with the exception of clw). All I'm saying is be responsible when giving them gold and treasure. Don't skimp them out because they might get a little upset and don't give them too much or you'll have to start adjusting combats more.
| lord_void |
Secret jobs of the GM:
Describe things. Describe them really well. Unless you have visuals or music, all the players have are your words. Use more instead of less.
Keep in mind the oppisite is also true. When you want to highlight one detail above all others giving vague descriptions and leaving out details works great, it makes that one detail memorable about the encounter or location or person, but at the same time it allows you to slip in things under the players radar and have them forget it pretty quickly.
An example: The party had just encountered what was to be the main villian of the entire campaign. They were in some minor baron's office and the villian was there trying to coerce the baron into cracking down and abusing his serfs and peasants to start a rebellion. I described the villian as being an older gentleman in stained traveling clothes covered by a heavy cloak to ward off the cold (the game at the time was set at the end of fall). I went on to describe sparklying blue eyes holding shrewdness and a confidence of self. I then played off the entire encounter as a talking encounter where the party was trying to persuade the baron to ease up on his hold.
The entire session was a throw away adventure taking place between one location and the next, I put it in to give a bit of story, there is discord taking place all over the land and it is about to grow into a full on civil war. However, I slipped in the major villian, the hand at the chess board and the group had already forgotten about him by the next week's session so it was really fun when they unraveled everything and finally went after the big bad only to realize they had already met...the pay off was one of the more memorable events in my current gaming group, they still talk about it and pay attention to any little detail I spend some time to play up.
| Irontruth |
One thing I've heard that I really like:
Be a fan of the PC's.
Like watching your favorite characters on TV or reading about them in a book. While you are probably cheering for them, the real fun is watching how they react to adversity, not just that the overcome it, but how. Put the players through tough times, but celebrate their victories with them as well.