Jericho Graves |
Rule #0: You can change things if they are detrimental or slowing your game down. You can also change things if they make the game more fun.
Rule #1: Have fun.
Rule #2: If your players come up with something insane, just go with it, you'll have more laughs if they are good people.
Also, if you have specific questions that might help more
Chemlak |
It's easy for summoners to be too powerful (especially if the eidolon isn't built correctly), and it's easy for rogues to be weak.
Edit: if you're a new GM with new players, then don't worry about it. Having fun is the important thing.
Deighton Thrane |
Summoners are quite powerful, and have a lot of options to hog the spotlight. Like summoning 6 eagles onto the battlefield as a standard action. Bogs down combat, and is incredibly powerful. And that's not saying anything about the Eidolon, or Synthesist builds.
Not sure about Rogues, other than they're relatively underpowered, and some players use their clandestine talents against the group. But that sort of play shouldn't be allowed anyway, unless it's agreed to by all players.
EDIT- ninja'd on both accounts.
StDrake |
That kind of weirdness is deeply apprieciated. So as encouragement to the new GM - don't be afraid to be a little weird. It's the fun that counts.
General idea - rules are supposed to help the game. If they do the opposite consult with your players changing them in your home games.
Tou can also apply situational modifiers to all kinds of checks to your hearts content. If your players roleplay something that requires a check nicely go ahead and give them a bonus to that check.
Make their willsaves and perception check for them, so they really dont know if something os wrong
Flame Effigy |
Kjeldor makes a point about feedback. It is extremely important.
After every session just do a Questions/Comments/Concerns to see how the players are feeling.
You say you were thinking about a rival group of adventurers they would come in contact with and fight a few times. Don't bite off more than you can chew if they're meant to be recurring challenges.
It's not easy for everyone to roleplay a group of NPCs at once, and the whole "I'll get you next time!" *rival party runs away in defeat* can get tiresome. And if the rival party wins, well, that can present some storytelling opportunities, but then your players might decide to just kill them the next time they meet instead of letting them off the hook.
Silent Justice |
I have someone who is experienced with RPGs helping me with the story and such.
And about the Willsaves and Perception thing, I kinda figured that.
And I've already done one session, with the adventure included in the Beginner Box, and everyone had a lot of fun. Is it a bad idea for me to have a character in the game too?
Flame Effigy |
Yes and no.
No if: You're just playing an NPC that happens to be with the party and helps guide along the plot. You're every NPC anyway, so this isn't too bad. You might contribute a little bit in fights, or you might just sit on the sidelines.
Yes if: You're actually trying to play as though you were a PC. Your players can start to feel really cheated if the DM happens to be playing a character who never dies, does things better than they do, and uses their metaknowledge to their advantage.
You have to be really careful with it.
Chemlak |
I generally agree with the "say no to GMPC" suggestion (bear in mind that in my current campaign I have one). It's a really tricky balance to strike, so that the character helps, but isn't able to make use of your knowledge as the GM.
First time around, just stick to GMing alone, for certain.
Advice: get involved in the party's tactical discussions. You're not trying to beat the PCs, you're trying to have fun with friends. Don't be afraid to offer suggestions about things people can do, but try to leave your suggestions as ones the rules cover, like "well, you can reach that guy if you charge" or "that guy's wounded, maybe you can finish him off". Leave the creative batshit insane ideas to the players.
Matt2VK |
Don't allow evil characters.
Warn the players if what they're doing is a evil act and why.
After 3 evil acts that character becomes a NPC.
Any 'Divine' characters should have some type of code of conduct written up for both you and the player.
Take the time and have the players go over how they expect their character to work. Some combos of feats and abilities is open for debate on how they work.
Your players will figure out a way to completely side step your laid out plots.
Players will completely miss clues you've laid out for them. Some times giving the players a summary of stuff before they have to make a important decision is helpful and needed.
B. A. Robards-Debardot |
Preparation is key.
^This^
For both you and your players
There is a learning curve, but the more time you put in upfront doing things like:
-Reading ahead (if you're running an adventure path)
-Have the stats for any monsters/npcs you'll be using ahead of time. and reading up on any special abilities
-Having maps drawn/printed
You'll find your game will run smoother. And as you read through the stats and mechanics your gamemastery will become stronger and stronger.
Don't get discouraged if something doesn't come out like you'd predicted or if you forget some ability or item. Most of all have fun!
Fergie |
The best simple advice I can give is to use an average 15 (or maybe 20) point buy. Limit the max starting ability scores (AFTER racial adjustments) to 16 or 17. I also recommend limiting minimum stats to 10 or 8 (AFTER racial adjustments). These limits will encourage PCs more capable of dealing with a variety of situations, and less able to damage game balance.
Oh yeah, and hit points! Again, skip the dice, as no one wants to play a character that rolls a 1 every level, or be the sidekick to the guy who always rolls max. Follow the default max hit die (plus con modifier) for level one characters. After that, just give the PC happy side of average (plus con modifier) every level. PFS really got this one right. Generally, you should not modify this formula, as it can alter many factors such as the relevance of healing, AC, direct damage, etc.
In general, start the players off with less of everything. If you need to be more generous, everyone will be happy when you are. If you have given too much, everyone will be unhappy when you dial it back.
I have more advice in a guide I am working on, but it isn't finished yet. If you want to see what I have so far, click on my name and read my profile.
The Chort |
Matt2VK |
6 is doable but I suggest you put a time limit on how long people can take their turns. Nothing slows the table down as some one who can't figure out what to do. With 6 characters, that can bog a game down.
Large tables like that, I usually get some one else to track initiative and warn people who's up next.
Arbane the Terrible |
The size of the party, including my character, is 6. Is that too much?
Eh, it might be OK. Depends a lot on the group, and how long everyone takes to make their turns.
My bit of advice: Don't get too attached to any one plotline or NPC you've thought up. NPCs die, plotlines get derailed, and players HATE being forced on the rails of your plot, or to put up with annoying NPCs.
By the same token, try not to make puzzles with just one solution, especially if finding that solution would require the players to read your mind.
If you're doing any sort of mystery plot, always try to provide at least three possible clues to get from the current stage to the next part. You can count on players to miss at least two of them...
Chemlak |
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The ability to improvise when things go off-track is extremely helpful, but being prepared (such as having half-a-dozen ready made encounters you can pull out at a moments notice) is better than making up the story as you go.
Goddity |
What classes have you got? If anyone wants to focus on summoning, somewhere there is a very good design for index cards with monster stats on them. Make them mandatory for summoner type characters.
I have to warn you against Matt2vk's comment against evil. Lots of threads get started discussing the definition of evil, because some GM is imposing that on a player who has a different definition than the GM. While it works, you have to let your players understand how you define evil and if they disagree you should let them. Also you can play neutral if you do an equal amount of good acts.
You have no need to apologize to us, everyone was that bad once.
littlehewy |
I think some of my worst moves as a GM have been based on trying to force upon the players a style or philosophy of gaming that they don't naturally lean towards.
I'm assuming that this is a bunch of friends, by the way; that is, that you all hang out anyway, and this is just an activity that you've all decided to enjoy together...
Honestly, if they all want to be a bunch of murder hobos who just want to kill stuff (pretty much any stuff), loot stuff (all the stuff), and get better at doing that, don't give them a plot line based on heroism. If they're far more interested in roleplaying than combat, or vice versa, don't make them do lots of the other.
Having said all that, it's important for you to have fun too, but hell, you're in control of everything - that's pretty fun! I guess what I'm trying to say is, work with your players. Giving them enjoyment is probably the most rewarding part of GMing for me.
The fact that you're asking for good advice suggests you'll be fine :)
B. A. Robards-Debardot |
I have a fighter, a rogue, a cleric, a ranger (Archery focused), a monk, and a barbarian. And yes, I know that's a lot of melee classes. I didn't want to limit the PC's options when they chose their characters.
They may have some problems later on, but their character may die between now and then. In general, I think melee classes are easier for new players to play, they typically require less rule mastery.
One thing I would do is to familiarize myself with rules on:
-combat maneuvers (here are some flowcharts on grappling)
-Splash weapons
-Spell vs Spell-Like Ability vs Supernatural Ability vs Extraordinary Abilities
You don't have to know everything, and have your players help you. That way you'll grow in your knowledge together.
Nearyn |
Hi Silent Justice, and welcome to the GM-chair.
Let me offer you this link to my advice for aspiring GMs
Hope it helps, and I hope you have fun :)
-Nearyn
Headfirst |
1 person marked this as a favorite. |
I started an RPG club.
"Silence Justice" sounds like one of those awesome old SNES games with a really corny cover that shows a dude with a mullet jump kicking through a window.
Okay, onto the real advice. Here's how to be a good DM:
1) Tell your half of a good story. Yes, only half. You set the stage write up the villains, and set the plot in motion, but everything else is up to the players. It's your job to make your half of the story as exciting and engaging as possible while simultaneously making the players feel like what they do matters.
2) The first rule of improv should also be a rule in gaming: Never say "no," always say "yes, but..." If one of your players says he wants to do something crazy, don't shut him down. Give him a really high DC to hit with his skill check or demand some kind of sacrifice for what they're trying to do. Encourage players to make smart choices; don't railroad them into doing what you think is right.
3) Know the rules or get to know them as fast as you can. This will help you run better games because you won't have to stop to look up rules all the time and you'll maintain game balance. If you never bother to learn how traps work, your group's rogue is going to feel undervalued, and if you never learn the limitations on shapeshifting, your party druid is going to absolutely dominate the game.
4) Just like in marriage, often times it's the little things that matter most. Paint each scene with lots of description. Tell your players what the marketplace sounds and smells like, how beautiful the princess is, and how powerful the storm is during the epic battle atop the castle tower.
5) Be fair in all things. Don't show favoritism. Don't fudge rolls against players. Make your encounters challenging but not suicidal. Never put your players in a no-win, no-choice, or no-escape scenario. Don't put indestructible doors or invisible walls in your adventures. Also, be consistent. If you decide that enemies get a +2 on their track rolls because of volcanic ash on the ground, give the same bonus to the players!
6) Finally, this is the advice I give rookie and experienced DMs alike: Every character is built to do something specific. Maybe it's a signature spell, a combat maneuver, or a super high skill check. Whatever it is, give the player the opportunity to do it at least once every other session. They don't have to automatically succeed and whatever the situation is, it doesn't have to be critical or even entirely relevant to the story, they just have to be able to do what they were made to do every now and then. Nothing sucks more than being stuck with an undead-hunting inquisitor for months and months in a campaign that never encounters undead.
Happy gaming!
Flame Effigy |
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Keep a notebook out during the game to write down details your players learn of, things they do, and ideas they give you.
This way you don't have to wonder "Did they meet this guy yet? Do they know him by name?" and you can have a little checklist of the previous session to start quicker week-by-week.
chkflip |
It's a perfectly acceptable question, and actually I was a little off; however, you'll find that your party especially (very combat/martial heavy) will absolutely obliterate any CR 1 encounter you throw at them.
This will explain what I'm trying to say better than I can. But trust me when I saw you're going to have to hit them harder than you would if there were only four of them.
Good luck.
littlehewy |
Keep a notebook out during the game to write down details your players learn of, things they do, and ideas they give you.
This way you don't have to wonder "Did they meet this guy yet? Do they know him by name?" and you can have a little checklist of the previous session to start quicker week-by-week.
Seconded. This is important!