Question for DMs: How Do You Get Going?


Pathfinder First Edition General Discussion

Scarab Sages

I am somewhat new to DMing, and am running a pre-written module inspired homebrew game. We play once a week.

It seems that if we are to start at 2:00pm, that we never really get going until about 2:45. Players arriving, getting their gear ready, talking, eating, someone always being late, etc. holds up the start to the session. As DM, it is frustrating, and I try to find a lull in the action to set the tone, and begin play.

How do you more experienced DMs let the players know that it's Go Time? And how do you ease from real life conversations into Pathfinder-mode?

EDIT: Note that the game is hosted at the home of one of the players.


Say "Let's do this" nice and loud, and begin. Don't wait for a lull; oftentimes they're looking for a signal from you, as the Master of Games.


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Lead, set the tone and pace right from the moment you arrive.

Arrive early, if possible, to set up as the GM.

When your players see you are ready to go, if they are polite, they will immediately do their table prep to "catch up".

Do not wait on late players.

If your time is limited, make the most of it.

You should expect about 15 minutes of "get ready time", but no more.

Do you stand when you GM?

If you stand to deliver your opening statement, you will command more attention.

Your players eyes will be natural drawn to you and help them focus on the task at hand.

Table management is also critical.

If you let everyone speak at the same time, you have a cacophony of voices, but no order.

If they are not in combat have them talk one at a time to minimize overlap and provide clarity.

Enforce this rule in combat with initiative as well.

Both will reduce "static" and help maintain clarity of purpose and focus on the game.

I also recommend taking a 15 minute break every hour or two.

Just some things I do at my table.

Also,

CONGRATULATIONS AND WELCOME TO THE BIG CHAIR!!!!

Sovereign Court

Scotty's right. What it comes down to is showing leadership; people are waiting for you to lead.

Don't wait for anyone else to give you a signal to start, or for everyone to be ready at the same time just by pure happenstance. Tell them to be ready in five minutes, and then just start. People can go faster if they know they have to.


Know your "enemy"

If getting ready takes theese guys 45 min, plan start time to 13:15 pm. Let ppl know, that game stats st 14:00 and players who aren't ready must play with what they got ready.

Let your players know directly that this annoys you, and unless the fix it, sessions will be shorter...


Quemius wrote:

I am somewhat new to DMing, and am running a pre-written module inspired homebrew game. We play once a week.

It seems that if we are to start at 2:00pm, that we never really get going until about 2:45. Players arriving, getting their gear ready, talking, eating, someone always being late, etc. holds up the start to the session. As DM, it is frustrating, and I try to find a lull in the action to set the tone, and begin play.

How do you more experienced DMs let the players know that it's Go Time? And how do you ease from real life conversations into Pathfinder-mode?

EDIT: Note that the game is hosted at the home of one of the players.

Theres a couple aspects to this, and I think to one degree or another that every group deals with it somehow.

First and most importantly, organization. Do players show up on time? Is there an expectation that they do so? Even if there are no outside distractions, no one can just walk into a place, sit down and play. 15 minutes or for people to settle in, grab a drink from the fridge, pull out their character, dice, minis whatever is normal. So really if your goal is to start by say 2pm, you should ask that your players be there by 1:45.

In line with this, as dm or as host (if not the same person) you can and should set up as much as possible, ahead of time. Set out cups, drinks, snacks ahead of time. Nothing kills the mood like someone tearing open a bag of chips mid sentance. So if you can, get everything in bowls (or other easily accessible containers), and have them placed on or near the gaming table ahead of time.

Next, is a meal expected in your game? My group generally takes a midwayish break for food. We usually order somekind of takeout (my neighborhood has a great selection). If you DONT want this, you need to make sure your players know to eat lunch beforehand. Again this is a matter of organization, communication and buy in from players. Having a conversation about this stuff can help. But be willing to listen to opinions. Some people need the 'pizza break' as a moment to step back from deep roleplaying and recharge, so its worth considering what the group as a whole wants.

The next big thing is about socialization and expectations. Is your group an existing circle of friends? Are they becoming one? Do they see eachother regularly outside of the game? For many, gaming is also a primary social outlet. Its very normal for friends who havent seen eachother otherwise to want to talk a bit even if they are meeting for a purpose like gaming.

If all these things are the case, you arent going to have a luck cutting this out without being kind of a jerk. I generally just plan for it. Add in half an hour of bsing into the schedule, so if you want ot start by two, ask that everyone is there by 1:15ish. I often do some last minute prep work (like organizing notes, pulling out miniatures from my collection or what have you) during this time, something that doesn't require a huge amount of attention, because after all, I too with to joke around with my friends a bit.

When I want to signal an end to the general non-game revalry, I generally do it by loudly announcing something along the lines of 'ok so about that pathfinder thing we are doing', or something similar.

I have found it very rare that a homegame will ever just sit down and play, the things you describe are just basically human. Its usually better to just plan for it, and be organized to limit/mitigate it.


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Also, the big chair takes practice, practice, and I'll say it again, practice.

Very few people can sit in the big chair from day one and be "perfect".

One of my players stepped up to run The Dragons Demand as his very first foray in to GMing.

Again, leadership and direction were the main things he lacked, but over the course of the module, he got the hang of it.

Do not get frustrated, upset, or (most importantly) discouraged.

Just as it takes time, effort and practice to ride a bike it takes the same to run a game.

I have the blessing of a commanding presence (25 point buy), decades of leadership roles (Boy scout Senior patrol leader, multiple management positions), and powerful insight to people (commission based salesman), but it took practice to do well.

Definitively, know your "enemy".

Have your rules lawyers look up rules, so you can focus on the table.

Appoint a party leader to help keep the party on target.

Have someone track initiative, it is one less thing for you to worry about.

Just thoughts.

p.s. Our newest GM got a TPK at the end of the module.

It was well earned! What a great way to end his first game! It was a blast!


What Kolokotroni says as well!


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I actually find the social check-in at the start of sessions is of the utmost importance. I play with friends and I don't always get to see them. It's good to check in and see what's up, or to really just relax and enjoy the company.

If this is something your group is doing, maybe it's for a good reason?

Anyway, on VTTs, I will often "GM" the social business. I'll ask each person in turn what's going on in their lives. This helps set the tone for the next few hours when I'm running the show.

So maybe the solution is not to abolish this portion of the evening, but to make it more official somehow?


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Rituals can also help with this.

As others said, set up early. Tell others what time you will be there, and that is the time for any miscellaneous activities such as buying equipment or asking for rules clarifications.

It helps to focus the group if a recap is given. This gets everyone thinking about where they were in the game. It depends on group dynamics for who gives this. For some games, the GM should give it while in those with a good note taker a player may give it. Regardless, have some phrase that you always use to indicate when the recap is happening so that everyone knows to focus.

"Last time our heroes..."


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Oh, also, we generally start with a recap unless everyone is really eager to get going.

Sometimes I will give a small reward (Hero point, etc) to the player who gives the recap.


Sometimes late players is just something you'll have to deal with. I plan for a noon time start; my players (all of them) usually leave their house at noon, the go to the store, then go get lunch, then have to set up. And they typically don't have their characters ready when they get here.

And inevitably, someone has to leave by 5.

You can control this somewhat, by finding new players, but that's not always an option when your players are also your friends or if it isn't your place for game. And you can ask them to show up on time, but you don't own them or control them, so there's not much you can do in that regard.


At my Kingmaker table, things really shift into gears when I hand everybody the reports from the kingdom's ruling council.


Quemius wrote:

I am somewhat new to DMing, and am running a pre-written module inspired homebrew game. We play once a week.

It seems that if we are to start at 2:00pm, that we never really get going until about 2:45. Players arriving, getting their gear ready, talking, eating, someone always being late, etc. holds up the start to the session. As DM, it is frustrating, and I try to find a lull in the action to set the tone, and begin play.

How do you more experienced DMs let the players know that it's Go Time? And how do you ease from real life conversations into Pathfinder-mode?

EDIT: Note that the game is hosted at the home of one of the players.

why are they late? If they just cant make the appointed time then just change the actual start time.

Why did they not eat before the session? Talk to the group. If this is to be the routine then have an arrival time, and a start time. The arrival allows for them to get there, and eat, get setup and so on.

Then try to start at the "start time". If someone is late then start anyway.

Sometimes you have to say "its time to start" because they are waiting on you to say you are ready.
Sometimes a person might not notice that you said you were ready so you may have to ask "Is everyone ready"?

Grand Lodge

I used to start the game by throwing in the first ceremonial d20 and shouting, "Play D&D".

Nobody ever thought it was funny then either.

Scarab Sages

Thanks to all of you, and your suggestions. We have been kinda rotating DMs for amfew months, but now those stories are all wrapped up. I will now run this game, from beginning to end, no rotating.

As I mentioned, we don't play at my house, so I don't want to step on toes too much. But I know I must take control of the table, in character and out.


Each group works a little differently.

I've run games of various systems for a few different groups, in multiple places. Some were start at the bell types, others were like heating water to a boil. Rather than there being one right way to do things, the way that everybody has fun is what matters most.

Verdant Wheel

i set my game times at 10am knowing that the game actually starts at 11am. but i always say 10am, because, if i say 11am, they will actually start at noon.

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