Help me learn to DM


Advice


The tittle says it. So I have wanted to try to DM but I'm not sure how, I know rule #1 is have fun but I want to know how long an action description is or how to make a campaign/ module. I want to work up to ToH but I need tips on how to DM how many monsters in an encouter, should I rail or not rail or any other ideas you have please.


So... have you read the Game Mastery Guide?

If by "how to make a campaign/module" you mean how to build your own content, well, the easy answer is to prepare for a whole lotta work. That will include drawing maps, writing up plot lines, designing individual encounters, etc.

If you've read the GMG, then you should have the basics to try a one-shot session with a couple of simple encounters to get your feet wet.


Exactly.
Start small, with some light pre-made adventures.
When you've run a few and figure out your style and rhythm, then you can get a bit more grandiose.
The best way to keep it fun is to not take it too seriously at first. Putting pressure on yourself with an ambitious project is a sure fire way to take things too seriously.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Run, Just Run wrote:
I want to know how long an action description is

Check out the Community Use package, in particular the Game Record Sheets download, which includes a cheat sheet that covers a lot of the common questions on how long a typical action takes, along with other bits (like Combat Maneuvers, etc.)

Run, Just Run wrote:
I need tips on how to DM how many monsters in an encouter, should I rail or not rail or any other ideas you have please.

Check into a first level module, Crypt of the Everflame or one of the other introductory adventures. "Crypt" even includes some sidebars explaining the things you'll want to be paying attention to or introducing to your players. They also start out by introducing probably the best number of monsters in your first encounter: one. :)


Oh, and be sure to bring snacks. You'd be amazed how much snacks improves the session dynamic...


Adamantine Dragon wrote:

So... have you read the Game Mastery Guide?

If by "how to make a campaign/module" you mean how to build your own content, well, the easy answer is to prepare for a whole lotta work. That will include drawing maps, writing up plot lines, designing individual encounters, etc.

If you've read the GMG, then you should have the basics to try a one-shot session with a couple of simple encounters to get your feet wet.

Yes I've read it.


Thanks if anything else comes to mind please post.


The first thing that you have to make clear is what the point of the game is.

Is the fighting, dungeon crawl and hacknslash wow style?
Is it roleplaying?
Is it roleplaying with the necessarily encounters?

Silver Crusade

This.


Saganen wrote:

The first thing that you have to make clear is what the point of the game is.

Is the fighting, dungeon crawl and hacknslash wow style?
Is it roleplaying?
Is it roleplaying with the necessarily encounters?

It's hack and slash but I want to do some roleplaying.


Would anyone help with other ideas or guides please.

Silver Crusade

Run, Just Run wrote:
Would anyone help with other ideas or guides please.

when you make something in a game. there will be a three questions, when what and where? like a town per se. when was it made? you could say after a war survivors of pillaged towns came together and made a new home. where? could be wherever you like but think of how the geography will be. like mountains forest,marshlands and plains. then what kind of town is it? Merchant town, Port town. you just have to have the will to make and it will something of stepping stone to making you an awesome DM.

Shadow Lodge

It might seem silly, but keep a journal. As a Dm I have always found, after a while there is a pattern to what players enjoy.

For example on the oceanic game I run, the party enjoys quests that involve deep sea dives but hate exploring deserted islands. So I create a pattern for games so the good games feel great especially after a bad one.

Recurring villains and character based stories also become easier to keep track of. But write it as points not as an actual "Dear Diary" journal. Have a review of your game and include what some of the players felt about the game.


Go to this website and pick an adventure that looks fun. Read through it and get ready for night one.

And I agree with Mr. Grundy, campaign journals are invaluable tools. Whether you write two lines or two pages, any record is better then none at all.

Note: these are 3.5 quests. You have one of two options: 1)rewrite all the encounters and change some of the skills into PF skills, like search, spot, and listen into perception, or 2)you can run it as written, converting as you go along. (When the module says, "Have your players roll spot," just tell your players to roll perception.

That should do it.


Some quick tips I haven't seen in the other posts. If they are included in links, my apologies for being redundant, verbose, and repetitive.

Have fun!

Talk to your players ahead of time about what you all expect from the game and each other. Be aware that some people will have very different expectations. If everyone can't get on the same page, you may want to split the players into separate sessions. Take a little time to get to know their characters both what's on the character sheet and what's in the player's head.

Getting to know the character sheet: Don't expect to memorize all of their spells, feats, skills, and stats. 1) That's the players' job. 2)You'll have your hands full with NPC and monster stats. Do understand the key points: 1) What kinds of skills and feats does the character specialize in? If you have a player who rolled Sneaky McStealthy-Socks the rogue, make sure he has a chance to hide in shadows and sneak up on a baddy at least once in the adventure. 2) Look for things that just don't fit in your game setting. If you have a character who starts off with the swim skill, is a water elemental caster, and has a breathe underwater feat (just random example, not saying there is such a feat), he'll literally be a fish out of water if your first adventure arc is set in a vast desert.

Delegate! Have your players find art for you. When the bard starts flirting with the bar maid, let him describe what she looks like. Award extra experience or other game goodies if they write an adventure log between sessions. Be quick to edit what they come up with, but think before vetoing.

Don't look at rule books at the game table! That goes for everyone, including the GM.

Decide how much time you can spend getting ready for and running your gaming session before you get started. Do not spend any more time than that on the game no matter how much you think you "have" to do.

Good luck and have fun!


should I have them print out spells/feats and give me a copy of their character sheets? I feel if they printed their spells and feats it would cut down on how long it took to prepare. And the character sheets I have could be used to make sure they were not cheating.


If you think it's necessary, then yes. In the end, it's your decision as you're the DM


Ok, but as a supperior DM do you think that it is a bad idea?


I like to have the players give me a copy of their character sheet, but not to avoid cheats. If I'm playing an RPG with a player I think is likely to cheat, that falls into the non-fun category and I'll find some other activity to pursue. The reason I like to get a copy of the character sheet is to have a back up. This summer I was running a game and one of my players gave me the only copy of his character so I could post his character to my campaign's wiki (more on that later.) I forgot that my cat is a dedicated paper shredder. Of course Alex refuses to transfer his shaman to another character sheet as the cat mangled one gives it "class."

Do a quick google search and you'll find some Pathfinder character sheets and character generation software. Some of the better ones have built in databases that populate the feats onto the character sheet. Or just have them print the necessary section of the PRD. Spells pretty much the same way. Let them have a quick reminder of the stuff they'll need in play, and only the stuff they need in play, at the table and things will go faster than looking through big old game tomes.

Time permitting, I like setting up a campaign wiki on a website like obsidianportal.com. It's a handy way of gathering your game notes into one spot that's not subject to being shredded by Tabby. And you can let your players use it too.


ok good anything else I should do?


Once you get your feet wet a bit, I'd suggest using this.

You'll need a google account but this is an invaluable tool to use.

As for the character sheets, I like to keep copies of my player's characters, not to prevent cheating as I'm in full agreement with robertness on that subject, so that I know their ACs and such without having to ask at the table.


ok so any invalubale lessons you have learned not on your wonderful messageboard?


how long should a description of an action be?


Just long enough that you have fun describing it and they have fun listening.


First night is the hardest, always listen to your players, set backs will happen, don't be afraid to put your foot down, and when we say "have fun" it means players and you as the DM. If you're not having fun as the DM then it's a job, not a hobby.


Have faith in yourself, act confident even if you aren't confident. Trust your players, they usually are pretty cool. Fun is first, and yes sometimes you just need to overrule something and move forward. Don't get stuck in the rules, and most importantly, be yourself.


Amen brother Hanlin, preach them good old fashioned DnD fundamentals lol

but in all seriousness, your biggest problem is nerves. Run with a pre-made and let what happens happen, unless it's something totally ridiculous, at which point, it's time to put down your foot and lace up your DM-as-final-say boots. lol


ok thanks anything else comes to mind please post, I don't know all the questions I should be asking.


As a first time GM, I recommend keeping all your rolls in plain sight on the table. Talk through your decision making process with the players the first couple of game sessions. This can let them get a sense of how you want your game to proceed, establish a relationship where even if you're trying to hose them it's for the good of the story not to pick on their characters. It also flags the rules that you and your players may be interpreting differently. At the table in the heat of action, your word will be law, but then look at the disputed rule in your post game analysis. If you made a mistake in a rules dispute, admit it at the next game session. Do not hand out extra experience or treasure as compensation! Do offer to use the rules as written or see if the consensus is to establish a house rule to do it your way from now on.

You don't know all the questions you should be asking at this point because you haven't run a game session yet. My advice at this time is to review the prior posts and let them sink in. Then grab the premade adventure of your choice and read it two or three times. Come back here ask the questions (in this topic or others) the adventure raises. Finally run the adventure for your pals. Have fun, absorb their feedback, and come back here with new questions. Lather-rinse-repeat for years of roleplaying mayhem.


I'm probably going to be gong against the grain here, but here's how I learned to GM (keep in mind that I learned before there were guides):

Just do it.

Grab an adventure. Read it. Make sure that your players have appropriate level characters. And go for it. You are going to make mistakes. Probably a lot of them. Don't worry about it. Roll with it. The only rule you need to memorize is the circumstance bonus/penalty of +/-2. Use it when looking up a rule will take too long or if there is ambiguity. It will speed up play greatly and then you can do more research later.

Don't let the game get bogged down in rules discussions. If you can't resolve a question in less than 5 minutes, then tell them you are going to make a ruling for now but will look into it more after the game. I still do this and I've been running games since 1980.

Don't get bogged down in minutia, at least not right now. You aren't going to be awesome right out of the gate and having too many things to focus on will only make you frustrated. You can worry about adding in more tools later.

I wouldn't even worry about running a campaign yet. Just grab a level 1 module and start learning what it's like behind the screen. If you are comfortable enough with the system, maybe start a little higher, like levels 3 to 5. I wouldn't go much higher because you will start to get blindsided by everything the characters can do. Keep it simple while you get a grasp.


I'm going to do the crypt of the ever flame probably so what tips would you suggest about running it?


Honestly, just run it as written. If you make a mistake, roll with it. It's not a big deal. I hope that your friends don't expect perfection right out of the gate. Heck, I hope my friends don't expect perfection from me after umpteen years.

I haven't run the module. I don't know what to expect. Some things to always do:

1) Read it several times.
2) Read up on relevant sections in the Core Rule Book. If there is a section with underwater combat, make sure you understand how that works.
3) Read up on all the spells and equipment the NPCs have. Read up on all the creatures and their abilities. Actually use a highlighter (assuming you're printing this out) to mark things you are likely to forget (circumstantial bonuses and penalties for example).
4) Know what the players are bringing a week in advance. Make sure that their characters are appropriate. Make sure that they have ways to deal with obstacles.
5) Go back and read the module again.

I honestly think you are too worried about this. Run it and have fun. Don't sweat the small stuff. It will come with experience. It's always good to be prepared but you know as well as I do that players will always find a way to go in directions you never thought of. You can't be prepared for everything.

Silver Crusade

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I dont know weather anyone has suggested it, but the Beginner Box, has a nice adventure in it, complete with map, "pawns" and everything you need to run and adventure. That might be a good place to start.

I heard the beginner box was initially test run by a bunch of 12 year olds!


You can also download the 4 free adventures they used for the Beginner Box Bash


find your won rhythm try cut scenes where you explain the action in detail "the fighters silver sword deftly cuts the hobgoblins arm to pieces the hobgoblin lets out a whail of pain" tip eof stuff and then try just a simple 'you hit the hobgoblin for 32 damage he looks hurt" it all depends on your personality and your players i had a dm in college who was very story driven and combat light and i was the exact opposite very combat driven and story light. find your mix.

Lantern Lodge

if it is your first Time DMing and you are worried about the survivability of your players. try giving them a 25 point buy as a security cushion. don't do the high powered 50 point planescape magical girls stuff unless you and your group actually feel comfortable doing it.


50 point buy who does that? I do 20pt. buy


i prefer the old school Gygaxian method of rolling for stats


what are they?


Stick with 20 point buy. You'll do fine.

1E stats were 3d6, in order: Strength, Intelligence, Dexterity, Wisdom, Constitution, and Charisma.


oh, that sucks.


so uh any other things I don't know to ask about?


Probably not yet. There's no reason to bog you down with a ton of stuff that isn't something you need to worry about yet.


ok


I'm assuming your players are also inexperienced, in which case, you're going to be just fine. I don't recommend running for experienced players without playing the game first.

When a player asks if something is possible, you have two potential answers:


  • "Yes."
  • "Roll <a skill or ability> against DC <A number that you think is fair, maybe really high for silly things>

Remember that the dice are in the game so that nobody has total control over the story. As the GM, you have a little more control, but the dice are there to surprise you. If the dice take things in an unexpected direction, be prepared to roll with it (forgive the pun).

GMing overclocks the brain. If you need time to think, ask the players for a break, or even end the session.

The Wealth-by-level table and Challenge rating are guidelines. They can be wrong. A good GM always knows the party and designs encounters accordingly.

As GM, be impartial. You're there to provide a challenge, but you shouldn't relish causing the players distress (unless it is just the right amount of distress, i.e. they are having fun in the long run). Also, if the dice turn against them, be strong and stand your ground. If you know you ran the encounter fairly, stick with it.

Don't try to solve out-of-game personality conflicts with in-game events. 90% of problems at the game table are out-of-game interpersonal conflicts, and the faster you separate them from your game, the healthier the game will be.

I am also happy to answer specific questions you might have, but I am off to eat dinner now.


No they are expirenced like me I just want to try to DM, two people ussually DM.

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