|
Thanks for all your work, both as an online venture-officer, and running games, Arthur.
For what it's worth, I'd encourage everybody to try at least one play-by-post game. The long time opportunities there give players (and GMs) a chance to shine, in both tactics and role-play, which then bleed back over into regular play.
Are there any advantages to on-line, real-time play, that you think would benefit players and GMs who haven't yet dipped our toe into that?
What are some "pro tips" that you could pass along to prospective GMs? Things that you didn't realize, 50 or 60 tables ago?
|
| 1 person marked this as a favorite. |
Thanks for all your work, both as an online venture-officer, and running games, Arthur.
For what it's worth, I'd encourage everybody to try at least one play-by-post game. The long time opportunities there give players (and GMs) a chance to shine, in both tactics and role-play, which then bleed back over into regular play.
Are there any advantages to on-line, real-time play, that you think would benefit players and GMs who haven't yet dipped our toe into that?
What are some "pro tips" that you could pass along to prospective GMs? Things that you didn't realize, 50 or 60 tables ago?
The advantages to online play with VTT are many. You can do it anywhere, you can usually get a game at almost any time, and the malleability of the internet allows for quick table changes. Instead of flipping out mats and setting up encounters, you can have it all prepackaged. Some of the VTT clients will even include sound and music effects. With a nice webcam it can be close to playing in person, but without the smells of a typical game store. Which I'm told reek of Magic The Gathering.
Online play is also a great learning experience for those who normally play face to face. Since we have players from every region, and many of the playerbase also check this forum, trends for the new character builds tend to spread quickly, and as a result rules knowledge is highly valued.If you are struggling to keep your character effective, participating in a few online games may, possibly, show you a few routes to take with your character to increase both your enjoyment and what you bring to the table.
Finally, we play the stuff most people don't. Sounds like there are a few eyes of the ten runs getting started soon, and mid level modules like The Harrowing or Ruby Phoenix. I personally gathered a group for Academy of Secrets and Tomb of the Iron Medusa, and we are just waiting for someone to run Jade Regent 6 so I can start another group on The Moonscar. I fully intend to run Witchwar Legacy as well, then use my GM credits to go back to run it all again. And I'm not the only one planning to do high level module runs.
The greatest pro tip is to not play against the players. Be the characters assigned to you as a GM, as best you can, and try to scare them with the possibility of death as much as possible without implementing it. The fear of losing their character will keep them on edge and focused more than actually dying ever will.
Always read the feats section, as many of them drastically alter the way an encounter works.
Learn the basic spells. Evocation may seem powerful, but past level 5 there are some very nice choices in other schools with disabling to keep the party split or distracted.
And don't be afraid to roleplay. The GM sets the standard, and if you can find that place deep in yourself to get a little silly and speak with an (regionally appropriate) accent, your players will feel much more comfortable introducing their character and their precious backstory on which they have worked so hard to make, but don't want to feel like the only RP nerd at the table using. Backstory and characters are really most of the reason to play pathfinder after all, as our chronicles literally write our history.
The last bit of advice is to ignore everything I've said so far, because I often have no idea why people enjoy my games. I've found people like it when you run alot of games for them, and that is best advice I can offer.
Well, this turned out a bit longer than intended.