Advice for New Gamemasters


Advice


So I'm sure this covered somewhere else on the boards, but I'm helping teach a beginning Roleplaying class and was wondering what some of the pitfalls and problems you all encountered when you first moved from player to GM?

In Pathfinder or any other system. I really want to give these folks a good feeling for why we do it, and what it takes to make a good Game master.

Thanks in advance!


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Hmm, I suppose this is a pitfall. Most players will not understand or appreciate the amount of work required to be the GM of a game until they try to run a game themselves.
This lack of appreciation can manifest itself in a number of ways:
Poor attendance
Lack of commitment
Deliberate game breaking builds
A misplaced sense of entitlement.
Expecting the DM to know the rules for you.
just to list a few.
These are things a lot of GMs have to deal with. The trick is to not let some of them bother you too much, knowing when and what issues you can talk to the players about, and to know when it's time to pull the plug on a player or group that is causing too much stress.

As for what it takes to make a good GM. There are books written on the subject. It's too complex to answer in just a forum post. It comes down to which style of play you are leaning towards.
Pre-scripted stories or more of an open sandbox style. Each style requires different skills from the DM.


I really like Martin Ralya's old blog, Treasure Tables. The advice is still good.

People freak out about rules. Don't. Here's a very easy rule.

1-3 it works, 4-6 it fails.

Instead, worry about pacing. Only the GM can set the pace of the game, from lively and interesting to dull and plodding. So get it moving, and keep it moving.

You can look up rules you don't know between sessions, and get it right next time.


Very true.

And I've read a number of those books. The Gamemastery guide being my favorite.

But that being said I don't want to completely overwhelm the folks that only barely got into the game at all. The amount of skill required to be good at any given play style is pretty immense.

I guess I just don't want to scare them off. *smiles*


rkraus2 wrote:

I really like Martin Ralya's old blog, Treasure Tables. The advice is still good.

People freak out about rules. Don't. Here's a very easy rule.

1-3 it works, 4-6 it fails.

Instead, worry about pacing. Only the GM can set the pace of the game, from lively and interesting to dull and plodding. So get it moving, and keep it moving.

You can look up rules you don't know between sessions, and get it right next time.

I've bookmarked that blog and will go through it at my leisure. And excellent advice.


Roleplaying Tips has been my go-to for gamemastering advice for many many years.


Fantastic!


GM Lilith wrote:
Roleplaying Tips has been my go-to for gamemastering advice for many many years.

This. Johnn Four has been by my side for about a decade. If I'm stumped for inspiration or getting stuck on a detail/rule, the articles there (and GM books from many systems) can help me get back on track.

As has already been mentioned, pacing and attitude are more important than encyclopedic knowledge of the system. The latter comes with practice and can be glossed over. Just bring enough confidence to the table to keep moving and shut down rules arguments.

And when in doubt, say "yes" to what the players want. In a recent game, I forgot this rule and it made an encounter drag out far longer than it should have. Had I said "yes", we would have saved everyone two long rounds of grinding down HP and my BBEG would have been able to (secretly) escape to fight another day. Instead, she was laid low by a darn sling and the player I told "no" found the rule that said she was right after the session.

So say "yes", you'll probably regret it if you don't.

Liberty's Edge

Pathfinder Lost Omens, Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

You tell a story and they people get to play. When it works is the best feeling in the world. That's why I do it.

As for what it takes to make a good one remember this montra "You are never wrong, but don't be an ass about it." If you can walk that line, you are golden. A second montra is "While you are to challenge the players, its your job to lose." Heroes are not heroes if they are dead.

Assistant Software Developer

I merged the threads on this topic.

Dark Archive

Pathfinder Society has released a product on this topic. I believe it's free, so it wouldn't hurt to take a look: Pathfinder Society GM 101.


Excellent! Thanks everybody.


My main comment about becoming a GM is that whether you like it or not, the players will view you as an authority figure and that means eventually you will find yourself in a situation where you feel like a kindergarten teacher and everyone at the table is expecting you to solve it.

Or to put it another way, being a GM means accepting the role of sometimes arbitrating social situations among your group.

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