Another new GM looking for tips!


Beginner Box


So I ran my first BB session a little over a week ago and we had a lot of fun.

The three players were completely brand new to roleplaying games, so I think the first hurdle was getting them into the right mindset. People are so used to rigid rules, that the players were unsure of the boundaries in this game.

For instance:

Spoiler:
At the very beginning of the scenario, after the intro fight with the two goblins, the players saw the locked treasure chest, but didn't think to search the sleeping mats/area for a key. Eventually they got the hang of it, though.

I hope that made sense.:)

The main issue I'm running into is getting the players into the game and into their character, or any sort of roleplaying. I can tell the players are really liking the combat and even appreciate the puzzles, but getting into character is another matter.

I know that the GM sets the stage and the precendent for roleplaying, but honestly, I'm not too comfortable roleplaying myself. Doing character voices and acting seem a bit much at this point. Right now, the best I can do is giving really good descriptions of the scene and implementing props whenever possible - anything tangible that the players can see or hold. Are there any other baby steps I can take to get into the RP'ing mindset/mood and paint the scene better for myself and my players? Any advice is appreciated!

Edit:

Also, I have no idea at all how to handle interludes or "scenes" like in a town where it's just me and the players and no map to play on, ie, talking to the mayor or an inn keeper in Sandpoint before the adventure starts.


I personally don't feel like rping requires funny voices or acting out everything that happens.

if you wanna try bringing more rp into the game then try every time they encounter an npc such as at the inn, the local shop, etc. have them talk to you as if you're the npc in question. if they want information, make them work for it.

but really, you can't force them to get into character, and if they're unused to the idea it can take a while to get them used to it. Encourage them to make decisions based on their character's ideals when you can, have them discuss things in character such as battle plans or how their loot gets split up.

as long as you as the DM keep encouraging them then soon they should get into the habit of acting as their character would and interacting with the game world through you.


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There are a lot of tips for GM & player roleplaying around on the web and here in the forum archives. But the general advice I'd give is to go with your (and your group's) strengths, and try to relax. Roleplaying is an entire spectrum of stimuli & actions - feel free to use whatever works for you and ignore what doesn't.

If you're not good with voices, try gestures - you can give impressions of personality with "noble" vs "crude" gestures, or dramatically slapping the table or stomping your foot.

Some folks like to play music, if you're in a home or similarly controlled space. Aside from the gamut of RPG-specific CDs released, there's also movie soundtracks (you can pick something classic D&D-related, like LotR or old/new Conan, or expand to other genres like horror, pirates, Asian, Mid Eastern etc). Some of the blog/forum entries have people's RPG-friendly music playlists, so it's worth doing a search.

If you're into props, try showing your players pictures of the NPCs they're interacting with. You can pull images from online, from adventure PDFs, whatever floats your boat. Paizo does some nifty Face Cards that pretty much pulls a selection of NPCs from the Adventure Paths, so if you don't have color-printing handy, you could try those.

Heck, if you're tech-enabled, you could pull up pictures of NPCs & locations (buildings/cities, ruins, wilderness landscapes) on a tablet and have it on the table for folks to ooh and ahh over :)

And don't forget anything that generally relaxes you & your players. For some folks that's having a chat about random BS for a bit before you get underway, for some folks that's passing around snacks, for some folks that's having a couple beers. Whatever floats your boat.

RPG Superstar 2015 Top 8

Talk to your players about their characters' background and motivations -- what are their goals for the future? Their answers do not have to be lengthy or complex. Just get a general sense of where the characters come from and where they want to head.

First of all, asking these questions helps the players start to view things from their characters' perspective.

Second, you can collate the information and look and see what the PCs have in common--both in where they've come from, and what they'd like to do. This can help you figure out how to throw motivations into the story that gets the players jazzed up about what's happening because it's something their character wants to do. For example, maybe Bob the Fighter wants to get himself a magic sword, and Sam the Wizard wants to become a great magic item artificer. Behold! the magic sword could become Sam's first project. And you could build a quest to find the perfect gem that will become the pommel that is the root of the magic in the sword. Then it becomes not about "oh, we found yet another random gem, write it down on the treasure list," but rather, "We found the Sapphire of Tears! Now I can make that sword for you, and build my fame as an artificer!"

(This is probably not the best example but this is off the top of my head. Also, obviously in this example, the sapphire would replace the gold material piece costs of crafting the item.)

Some players that have trouble getting into character often do so because they see the reward of playing in meta terms -- more XP, more phat loot. If that's all that they feel is rewarding, that's all they'll put effort into. If resolving story elements is done well, THAT becomes rewarding too, and it becomes satisfying to roleplay. This shouldn't replace the more mechanical rewards of course (and there's nothing wrong with XP and phat loot!) but it should all be part of a piece (such as above, the phat loot also becoming part of a story resolution).

Just some random thoughts.

Lantern Lodge

Pathfinder Rulebook Subscriber

DeathQuaker has good ideas. If you actually want your players to roleplay, make sure their characters have some kind of personality, and they know what it is. Have them each write a 2-paragraph biography of their characters, including maybe a few relatives or childhood friends (think "automatic hostages"). Arrange for these backgrounds to make a difference; sometimes it's useful, sometimes it's a bit of a problem. Make sure it balances out to "useful a little more often than not" to reward the players for their good roleplaying.

I heartily recommend silly voices. I don't care if you're no good at them; it's even funnier if you have no idea what you're doing. Go completely over the top; as a GM it's pretty much impossible to overact. Orcs who haven't mastered personal pronouns, vampires with preposterous Romanian accents ("I VANT to DREENK your BLAAHD!"), seriously anything goes. Encourage your players to have less-overacted accents of their own; they have to keep the same one for their dude, so it gets old if it's really absurd, but it's still a good way to remind them that they are supposed to be heroic medieval adventurers fighting and/or rescuing dragons, not 21st century nerds sitting around a table, eating your pretzels and guzzling your beer (well, the beer thing is probably in character, and pretzels are believed to have existed as early as the 9th century, so maybe those are in too!). New players often make characters that match their personality (or at least the personality they wish they had), so this shouldn't be too tough for most of them.

Discourage OOC conversations at the table. If your players want to talk about stuff going on in the game world, so do their characters. Maybe NPCs will chime in on their conversation with helpful hints. Maybe NPCs will be upset that the PCs are discussing how best to slaughter them while standing right in front of their prospective victims. You know, whichever is more appropriate.


Guys, thanks for all of the helpful suggestions. I'll definitely use these tips.


I was never into over the top, but used the little things to make the players dig deeper. If you approach a man sitting against a wall with a poncho style garment covering his face and ask him a question you might get a mumble or you might get a fight...or you might just get a Strider :)

As for the players, key off of what they read or watch. It comes much easier for someone who has watched things like Harry Potter or Lord of the Rings to look to characters for inspiration on developing their PC personality. Maybe even suggest doing some films and books together.

Gaming isn't just about rolling dice. It's literary, it's social, it's performance...it is happening all the time. It's why you will often hear it referred to as a lifestyle. You never know when something will come along to use later (I am NEVER without pen and paper)

As a one shot film I suggest 13th Warrior as a classic example of an adventure (I've often commented on the film being a module my first DM ran years ago). LotR of course and the film King Arthur has some excellent scenes (the frozen lake battle is a favorite in my house).

Just remember to let folks play in their comfort zone and don't be shy if someone has taken his drunken fighter character a little to far so as to make others uncomfortable. First a verbal 'ease up a bit' and then, oh, maybe a session spent in the local jail for drunk in public :)

Scarab Sages

Are the players playing pre-gens, or did they create their own characters?

It can be easier to play a person you personally created, than an enigma you got handed several minutes before play started.


Snorter wrote:

Are the players playing pre-gens, or did they create their own characters?

It can be easier to play a person you personally created, than an enigma you got handed several minutes before play started.

Yeah, you're probably right, but since we are all new to this, we went with the pregens.

Lantern Lodge

Pathfinder Rulebook Subscriber
JohnnieTheGamer wrote:
Yeah, you're probably right, but since we are all new to this, we went with the pregens.

Aha, there's your first problem. The process of making a character is a major first step in putting yourself into that character. 1st level Pathfinder characters are a little more involved than 3.5 characters to create, but not impossibly so, and the Beginner Box helps a lot by cutting down on the number of options (a lot of the cut options were bad anyway, so you're not losing much).

Finish whatever adventure you're in, but when you're done with that, encourage your players to make their own characters, and give the new characters whatever XP and neat loot the pregens got in the first adventure. For bonus points, encourage them each to play a different class than their pregen (obviously, shuffle around the loot so everyone still has appropriate stuff). The process of creating a character should help each of them understand his character more.

For extra bonus points, introduce the Beginner Box Player Pack, a free download, and encourage the players to use the extra options. (Of course, for double extra bonus points you can always graduate to the core rules.)


JohnnieTheGamer wrote:
Are there any other baby steps I can take to get into the RP'ing mindset/mood and paint the scene better for myself and my players? Any advice is appreciated!

Lots of good advice thus far!

For your cut scenes and descriptions, if you don't already, I recommend reading lots (and lots) of fantasy novels. :-) The more you read, the more you'll pick up on the prose and be able to wing it on your own.

For example:

You see the inn you're looking for.

Vs.

You walk down the meandering street searching for the Beer and Pretzel Inn. Eventually you spy the well described by the beggar. Looking left you spot a faded sign board with mug and pretzel carving. As you approach the building, a half orc sails out of the doorway and lands on the cobblestone street.

If you create your own adventures, start writing flavor text you can read to the players. As you gain experience with GMing you'll be able to just string it together without a script.

Take care,

Harry


I have been known to give players a bonus feat at character creation if they will submit to me a 1 page minimum character background... Makes PCs powerful yes but it doesn't seems to break the game in my experience. Having to really sit and think up a story for who thier character is, what they are doing there, and what they want to accomplish really helps the character seem more real to player not just a fancy spreadsheet. If the player can be convinced to invest a little mental energy into thier character the RP will come more naturaly. Sometimes you can use the sketches as ideas for further adventures, let the character fulfill thier destiny as it were.


You might want to check out Hero Lab. They have a free version of the software just for the Beginner's Box. It can help making characters that fit the rules.


OK, guys, I have been DMing since 1974 or so, I have a few suggestions, they apply most to newer DMs.

Puzzles, riddles? Sure, go for it. Let the players have fun trying to figure them out or guess. But do remember that a player that isn’t so hot at this may be playing a Riddlemaster bardic genius. So, after they don’t get it on their own, let them get HINTS by making skill or INT checks.

Loot? Players love loot, but you don’t want to be Monty Haul. New DMs- use the WBL tables, but be a little more generous, remember that you can go one level above without breaking the game. So, with 5th level PC’s they can have up to 16K gps each. Err on the side of being generous, but don’t overdo it. Throw in some cool sounding loot once in a while like a “delicate hand carved ivory statue, worth 120gps”. (in the back of some older sourcebooks they have tables of this stuff) and make up a few fun but mostly useless in combat magic items like a “Toy song bird that sings along with you, adding +1 to Perform checks”. Never hand out a macguffin that they will NEED several games from now without making it real obvious.

Starting stats? Again err on the side of being generous. If the last DM had a 15 pt buy, try a modest increase to a 20 pt buy. Don’t go to “roll 6d6 keep the lowest 4, roll a dozen times, pick the best set”.
Source books- here’s where you should be conservative. Start with the Core & APG only.

DMPC’s- as in a NPC that you run, not the players. DON’T. Yes, some few experienced DMs can pull these off. You are not experienced. Don’t.

Evil games, evil PCs or CN sociopath PC’s: at some point in time, experienced mature players/DMs will want to give this a try as a change of pace. You’re not experienced. Don’t. Same with PvP. Ask the players to come up with a background which includes why they are together as a team, or suggest a reason. Just tell them “Hey guys, I want to run a mature heroic campaign here, none of that stuff. I can’t have fun too if you guys do that sort of stuff in this campaign. Maybe later in another game, OK?”

Pre-gen PC’s. Never. Do use modules, but change things up a bit.

Railroading. Yes, OK, within limits. Make sure you allow the players to “stop the train” to get off and visit a ‘whistle stop” etc. Read “DM of the Rings” Don’t be that DM.

Table time- make sure every PC has a chance to shine at least once a nite.

Splitting the party while adventuring; half the fun for the players, double the work for you. Don’t.

Lastly- have fun!

Paizo Employee Chief Technical Officer

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Harry Canyon wrote:
You walk down the meandering street searching for the Beer and Pretzel Inn. Eventually you spy the well described by the beggar. Looking left you spot a faded sign board with mug and pretzel carving. As you approach the building, a half orc sails out of the doorway and lands on the cobblestone street.

That particular text, while evocative, does something that we avoid doing in read-aloud text in our adventures: telling the players what they themselves are *doing*. That removes the players' ownership of their characters, even if only subconsciously. By all means, get descriptive about what they see, smell, hear, taste, and touch, but they'll respond better if you let them tell you what they *do*.

Contrast:
"Looking left you spot a faded sign board with mug and pretzel carving."
"On the left side of the street is a faded sign board with mug and pretzel carving."

The latter provides immersion; the former harms immersion by subtly taking away their control.

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