An aspiring GM!


Advice


So, I've been considering trying to GM a bit. My biggest problem so far is I don't have a location (physically) to run a game. I'm working on that problem for now. The plan is to put up an add as soon as I find a place to host a game and run a few one off adventures until I can recruit 4-5 players that I'm confident will be both active and fun to play with (again, kinda new to this, so I'm gonna try to avoid the big veterans unless I'm confident they'll be more helpful then rules lawyerish.)

Once I have said group, I'd like to run my own campaign. Running a campaign is new to me, but coming up with ideas is not. My first campaign will likely start at level 1 and will involve first escaping from the prison camps of an occupied city, running a few missions for the resistance and eventually helping to take back the city. Once this is done, the rest of the continent will likely still be occupied so I'll be able to work a campaign around essentially starting a large scale war, with raiding compounds and such central to the story.

Is this really a good place to start though? Will level 1 PCs be able to survive in an occupied city without feeling like they're not guarded very well?


Sounds like a really cool way to start a campaign! Don't worry about them surviving, you can always tailor the specific challenges to work well for level 1 pcs (though I generally recommend making sure they get to 2nd level rather quickly, as level 1 chars are a bit squishy).

I would recommend giving them quick access to their starting gear (probably conveniently stashed in a chest near their prison cell) when they get out of the prison. While taking the players' gear may seem like a cool adventuring hook, it can kinda screw up early balance because some classes are much more gear-dependent than others.


Sounds like a great start, just make sure that characters like the bard, who I would envision as a agent of espionage, have a way to fast talk their way out of situations. I would suggest taking a look at the River Nations kingdom building guide, it might give you some neat ideas about the ruling class, concrete numbers on militia, and some rules for mass combat.

Most guards and soldiers are going to bet between level 1-6, with lower level guys getting the crappy shifts like prison guards. You might want to work something out where a thieves guild is also offering help getting people out for a fee or some service at a later time, Godfather style.

There should be plenty of historical references for occupied cities, I'd suggest something like the Russian occupation of Berlin after WW2, or maybe something more brutal like in the Hunger Games.

Sounds like you are off to a great start, also don't neglect to look at the Game Mastery guide, since there aren't alot of humans in the Bestiary, there are a ton of pre-statted npcs. Things like escaping through the sewers could be fun too.

You could probably draw alot of material from Council of Thieves and Curse of the Crimson Throne adventure paths to use as filler and side stuff.

Liberty's Edge

If you're worried about escape seeming unbelievable, provide them with a raid by Resistance forces to distract their captors and make it much easier. Simple, logical, and gives them the knowledge the resistance exists.

As for not having a place to game, have you talked to the players? I've certainly hosted games I was playing in, not running.


That sounds cool to me; I ran a campaign once where the characters began by escaping a slaving ship as it ran aground a mysterious island - it's kind of classic, the "escape origin", but it's classic because it works.

The big mistake many novice GMs make is placing story before characters - it's very tempting, when you have a Great Story to Tell, to railroad characters into it... don't do this! (The opposite campaign style, the "sandbox", where you allow them to do whatever and just react to it, is similarly problematic). What I find works is set up a storyline as a *guide*, and then allow the players lots of wiggle room to do their own things within it.

There's a principle from improv theater which works well in RPGs as a GM: always say "yes". What this means is when players want to do something, you say "yes" - it keeps the flow going; "no" stops the action, and you don't want that. Now, things might not work out as the player *intended*, but the dynamism is worth it :)

What I like to do as a GM, starting a new campaign, is as follows:
- give the players the gist of the campaign, like "you're freedom fighters living as fugitives in an occupied city" or whatever; nothing too specific, but enough to let them realize the situation and build a character for it.
- provide some guidance as to relative classes and skills: for example, in your campaign it sounds like a wizard will be difficult (where can he buy scrolls? where would he have a stable workshop for crafting? how about access to material components?), so a sorcerer might be a better arcane choice; it also sounds like stealth, bluff and perception will be important, even if they aren't class skills. Stuff like that.
- have the players submit a character background to you: this allows you to put stuff about *them* into the scenario. A player's background has him looking for his brother? It turns out his brother is an officer in the occupying army. Someone wants to avenge his father? His father's killer is a merchant in the protection of the enemy. And so on. What you're looking for is the seeds of conflict, and the opportunities to provide characters with situations which will invest the players personally in the game.

Anyway, some random thoughts :)

Good luck!


Trayce wrote:

So, I've been considering trying to GM a bit. My biggest problem so far is I don't have a location (physically) to run a game. I'm working on that problem for now. The plan is to put up an add as soon as I find a place to host a game and run a few one off adventures until I can recruit 4-5 players that I'm confident will be both active and fun to play with (again, kinda new to this, so I'm gonna try to avoid the big veterans unless I'm confident they'll be more helpful then rules lawyerish.)

Local game shops if you have one near you is a perfect place for this. They are almost always receptive to gamers who like their products having a reason to come regularly into their store. Libraries can also often be supportive. And ofcourse you can include in your add a request for anyone interested in providing a location as well.

Quote:

Once I have said group, I'd like to run my own campaign. Running a campaign is new to me, but coming up with ideas is not. My first campaign will likely start at level 1 and will involve first escaping from the prison camps of an occupied city, running a few missions for the resistance and eventually helping to take back the city. Once this is done, the rest of the continent will likely still be occupied so I'll be able to work a campaign around essentially starting a large scale war, with raiding compounds and such central to the story.

Is this really a good place to start though? Will level 1 PCs be able to survive in an occupied city without feeling like they're not guarded very well?

I have seen alot of games start like this. Some go well, some dont. It really depends on the group. If you have 2 ninjas a sandman bard, and an inquisitor, your group will probably thrive. If you have a paladin who depends on armor, a noisy cleric, an aloof wizard, and an angry barbarian, they might not do so well without a lot of help from the dm.

Talk to your players ahead of time and let them know the circumstances of the game and recommend they make characters who would be capable of dealing with escape, stealth, infiltration and evading guards/watchmen in the occupied area. After all the heroes in this particular story ought to be people who have the ability to escape and evade capture. Otherwise they would just continue to be prisoners and never escape.


Well, I'd rather not restrict which classes are effective through the scenario of the campaign. The first mission will likely require a roguey character, but I'd like to leave options open going forward. After all, after level 5 it'll be a lot more feasible to occasionally just brute force your way in.

I'm thinking the campaign will start with the players getting a combination of a distraction drawing off all but a skeleton crew of low level guards, and one of the PCs gaining access to a stash of equipment. From there they must escape the prison through whatever means they like, and contacting said resistance.

Also, the idea is still fuzzy, but I think I will come up with some sort of slave brand that they will be able to remove so they can blend in with the occupiers. From there, further missions wont necessarily require stealth so long as the resistance can continue to provide 'distractions' - possibly the leaders of the resistance will have a good illusionist on staff and a few rogues. Some missions might have the PCs being the distractions as well. It'll more require cleverness and guile then actual stealth. As well, the PCs can always mingle with the occupiers to stock up on supplies and such, so wizards and other gear dependent characters will be feasible.

As for getting the group together, I'm trying for as low pressure a group as possible, although getting a game shop to host some initial sessions is an idea I'm toying with. Time will tell I guess.


I repeat the suggestion of a game shop while recruiting. I would also suggest attending some of the local PFS events if possible. That is another source of recruits.

Not trying to discourage you or anthing like that, but you might try just running a published AP for your first GM experience. It helps avoid some of the noob GM mistakes, like too easy or too hard encounters.


Game shops can work; public libraries also sometimes have rooms available, though their hours tend to be more restricted.

It's worth checking out the local YMCA as well - I know mine has conference-style rooms which members can use, and it even has a "break room" with a microwave and so on, handy for bringing lunch and the like.

College student centers often have available event and conference room spaces for students and student organizations, handy if one of your players can arrange such; local community colleges might have such spaces usable even by non-students (it's worth asking!)

I've even played in a local fire station - they had an empty meeting room they'd let us use for free when it wasn't booked; we just had to make sure it was pristine when we left.

Here in Atlanta we even hold two PFS game days a month (first Tuesday and second Wednesday, 6-10pm) in a downtown bar!

Finally - if you're pretty young (pre-college) - could your parents or your players' parents have space to use? An office conference room is perfect - one of my players is the CEO of a medical software firm, and they have a great conference room we use to play (with LCD projectors, white boards, etc), and another is a partner in a law firm, another place with a very luxurious conference room. Leverage corporate environments whenever possible!

tl;dr: There's a lot of creative space around if you look for it :)


let the city have a strong resistance and the occupants be rather occupied somewhere else.
So a lot of scoundrels everywhere, and the PCs will feel at home.

Good luck on finding a location.


Haha, lots of good advice. In my case I'm 25 and living in an apartment. Unfortunately, I don't have enough space so I'm looking for something. Since I take a night school course at the local college, that's always an option. There are two game shops I'll be asking at, both of which host magic tourneys regularly, so hopefully one will bite. With a little luck, someone will be able to provide a space to play in that's more convenient, but we'll see. There's a college sponsered all night lan party where most of the gamers are going to be this friday, so it might provide a double whammy :p

As for my first scenario, I will be doing a couple of one off campaigns. From the look of things, the local area has no shortage of players but a decent shortage of GMs, so I'll be able to hand pick the players I want for a long term campaign. Hopefully this'll just give me the room I need to weed out the real red flags, and hopefully find a group with good chemistry. By running a few one offs, I can acclimatize myself to the basics while getting a feel for the players.

Is there somewhere that locates pfs events so I can see if they have any locale?


A quick update: I live in Canada, so I'd have to drive to Toronto to attend an event, which isn't going to happen ;). Ah well, I can still play one off premade games and then move on to something I make later. I'm kind of big on originality anyways, and events tend to restrict that imo.


How about some of your buddies, do they play or are they interested in trying this out? Playing with strangers can be stressful, but you do what you have to.

Good luck, I like your ideas. Sounds like it will be fun.


Trayce wrote:

Well, I'd rather not restrict which classes are effective through the scenario of the campaign. The first mission will likely require a roguey character, but I'd like to leave options open going forward. After all, after level 5 it'll be a lot more feasible to occasionally just brute force your way in.

Im not saying to restrict the players. Just explain the situation to them, so if they want to they can make an informed choice for their characters.

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