Brand New DM - Help


Advice


Hi everyone!

When I went to PaizoCon last year, I was really excited to get into Starfinder. I've finally picked up the Core Rulebook and Alien Archive but am feeling a little lost. I've never DM'ed before, but I am very familiar with Pathfinder. Do you guys have any advice for a new DM? I absolutely love the setting and I'm excited to learn it...I'm just feeling a bit overwhelmed.

Thanks!

Exo-Guardians

Hello!
I'm a newer DM as well, in fact I just got into Starfinder a few weeks ago. But I would suggest you go through in your non session time and create characters to learn the core rules, then run those characters against a monster or two, they don't have to be complex, or even have a name, just enough of a character to get the rules down. Also look at getting Pact Worlds if you're using the default setting. It's an amazing book with a lot of flavor and description and some coll rules you can make use of.

Also just try to get a few games in. I learn a lot more by doing than I do by reading.

Hope it helps
:)


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There is a free module you can download so you have some idea of how a game would go
Into The Unknown

Also, if you want more pre-written adventures to try out there are some shorter scenarios you can purchase here
Scenarios


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Wow, thanks guys! I've had my husband make up a character and I'm going to throw some enemies at him and a couple pregens. I'll let you know how it goes. :)


Theabrelle wrote:
Wow, thanks guys! I've had my husband make up a character and I'm going to throw some enemies at him and a couple pregens. I'll let you know how it goes. :)

If you do run Into the Unknown, give him Raia from the iconic files as a pregen, as she can bail him out of any tough spots with her magic missiles. Alternatively, Keskodai with his heals.


I’m a brand new DM too and so I picked up the Dead Suns adventure modules. It's been pretty helpful with showing me how to plot encounters and drop adventure hooks.

I can’t really get myself to sit down and read the whole Core Rule Book so to get familiar with the rules and classes; I’ve been checking out this channel 20 Sided Knight. They seem to really focus on DMing for Starfidner. Going over rules like death, healing, classes, and so on.

They even answered a few direct message questions I had for them so I'm sharing the love: www.youtube.com/20sidedknight


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In the SF game I play in, another party member got it into his head that he already knew the rules for SF, because of his long history with PF.

Last session, he wasted quite a lot of time trying to find where touch AC was discussed with the SF rules, because he was confident the spell he wanted to cast was a ranged touch attack.
He also insisted our GM take AoO’s against him for spells that specifically do not provoke.

So, while I wouldn’t say that you need to absorb the CRB cover to cover, I really can’t overstress the importance of eventually learning the rules. It’ll make your game run smoother and faster. It will also ensure that you’re actually playing correctly, which is a much better start for house ruling things.


So I tried to throw a CR 4 Crest-Eater at my husband, who was running level 4 pregens of Envoy, Mystic, Soldier, and Solarian. He immediately outsmarted the Crest-Eater, and I got so frustrated (with myself) that I just stopped.

My biggest hiccup seems to be in the creativity department. I stumbled when it came to describing the creature, didn't know what to do when it was defeated so easily, and pretty much fell flat on my face in the RP department. Conor (my husband) is a longtime DM and gave me some advice, but I'd appreciate it from you guys as well. :)


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I find one of the best things for me when I was running events for stores was to read up on everything the day after the prior session, or in the case of my home games, the second my players finish what I had planned (or get close) I already start working on the next thing.

This is a lot of reading and using resources. Thinking about what my players are capable of when deciding how I should challenge them. Have a general idea of how I think they'll conquer the encounter but be ready when they inevitably do a complete 180 on my expectations.

Practice is big. To get into an RP mindset consider what an NPC wants. What are their goals, do they have flaws? Just knowing a few simple things is all you need to keep on track. However, players will always surprise you, so be ready to stumble. Just try not to be discouraged. Everyone is there to have fun, so as long as that happens you did okay. :3


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I cheat.

I write out the description ahead of time and put it next to the stat block.

I also look over the stat block and try to figure out some tactics for the creature. Some stat blocks have suggestions right in the bloc.

Then I cheat some more: I have a 1st, next, next, battle plan for the creature.

For me, having all of this written out ahead of time helps me remember when I reach that part of the combat.

It's hard to remember all this stuff under stress, so writing out scripts helps me by digging a little channel in my brain, and then giving me an aide that I can use at the table.


The main piece of advice I have for new GMs (Or DMs if you're going all D&D on us ;) ) is that you need to think through the entire adventure in your head. Picture it. Understand the setting, and consider what the place is like and what's there... how does it smell, what's the temperature. Imagine yourself there. If you don't do that, then you'll end up having trouble making the setting come alive in your player's minds, and THAT's your job as a GM.

You are not in competition with your players. Repeat: NOT IN COMPETITION

Your goal, as a GM, is to ensure your players have fun. That's not to say you have to go easy on them, not at all - getting knocked around is fun sometimes. Winning without taking a hit is fun too - but most groups find the really challenging adventures much more fun than easy walkthrough types.

Remember: you are not in competition with your players. So, if when they kill some critter faster than you wanted.. oh well! That probably means you needed to put more thought into the balance. CR is a tricky thing - but a solo CR 4 creature vs 4 level 4 characters is pretty heavy in the player's favor... maybe 3 of those CR4s would have been more challenging, or the CR4 plus a few CR 2s.

But again, mechanics aside - treat the game like you're writing a book (not making a TV show! you have to make the imagery appear in their heads, like a book would - so descriptions are everything). If the story is interesting, it will be fun even if your mechanics need work.

But remember: You are not in competition with your players. Every GM that plays the game like s/he is competing with the players rather than playing WITH them to create fun game is doing it wrong. The GM can always win... It's perfectly acceptable for a GM to fake dice roles, "spawn" monsters, make situations too hard, and ultimate defeat the players... that's no fun. The goal is to have fun, and if your players are rolling their eyes and playing with their phones, or annoyed because every enemy has unavoidable paralysis rays or something... that's both bad and lazy GMing...

So remember: <you get the point> ;)


CrystalSeas wrote:
I cheat.

Man, that's just prepping, where's the cheating?

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