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>> No.74881098 [View]
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>> No.57349835 [View]
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That set was literally made for people like you

Don't worry about being good because you won't be good
Worry about being fun because you can be fun
Its not railroading if they don't notice

>> No.56862328 [View]
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Thanks fren. I myself have saved some advice so I'll post to get started; just wanted to acquire more.

>> No.56554599 [View]
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We came up with this "curse" mechanic that triggers when they roll under a certain threshold. That is the reason why I played those scenes out (and it drained me). Basically there is an evil mage on the island inside a crystal with mind controlling mumbo-jumbo and we wanted the players to feel this effect. If they rolled under the DC, then the character would lose control over himself and walk toward a direction. This is intended to put some pressure on the players.
Dunno if it was a good idea.

Also I have a few of these saved too.

>> No.55834097 [View]
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And do this with a sock puppet and a squeaky voice, for maximum effect.

>> No.55734129 [View]
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Trigger button in the middle of the table. When teh game goes somewhere that triggers you, press the big red button and the dm will say "Staples! That was EEZY"

>> No.55010876 [View]
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>Conserve detail. If you've worked hard on your setting, you deserve to be proud. But don't bombard players with information unless it's relevant to them. If players want to know more, they will seek it out

>Keep exacting details to a minimum in building setpieces and events. The less written in stone (when/where/how they are), the more easily they can be adapted to the playing field of the players

>Assess the priorities of your players and shift the focus of what you have accordingly. If you have elements of exploration, interaction, and action, find what it is they gravitate to and put the spotlight there

>Run a game that you would want to play in. Passion trickles down to the players

>Pic related

>> No.54430087 [View]
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>How to improve

Try to avoid saying "no", within reason. RP in these games is much like improv, and to deny a player something can be really deflating. Keeping that momentum going and letting the players sink their teeth into the cool things they can do is part of immersion.

Similarly, don't be afraid to improvise! Sometimes, if some detail comes up and the players are curious, an "I don't know, what do you think?" can give them something to chew on.

Pic related--don't drive, but steer. Don't exhaustively plot out EVERYTHING about your story and who/what/when/where/how things tie together. That way lies madness. Instead, PREPARE extensively. Even just grab-bags of names, places, people, maps, and so on will make you much more confident (since you'll have resources to improvise on the fly, if need be).

Also similarly to above, if you have something you're happy with (or know your players will dig), ADAPT. There is no shame in refurbishing or adjusting your material to fit the story you're ending up with, especially if it was likely to never be used to begin with. This isn't to be mistaken with railroading; you're not forcing the players to resolve something with a single outcome no matter what happens, you're simply catering whatever happens next around their actions (like the pictured Necromancer example).

>> No.54249678 [View]
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Is there a collection of GM tip&tricks somewhere in one place? I only find fragmented advice

>> No.53765806 [View]
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don't worry about being good because you won't be good
worry about being fun because you can be fun
highlight the text you want hidden then press ctrl+s

>> No.53561487 [View]
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1.) Don't plan, PREPARE. Grab-bags of names/locations/stores/items/encounters means you don't have to dig deep on the spot.

2.) Ask questions--both for yourself and the players. For yourself, ask how the setting ticks, how things fit together, whether what you're doing makes sense (i.e. has verisimilitude), and whether the players will enjoy it. For players, ask for clarification on all things they intend to do; it helps keep you on the same page, especially early on.

3.) Pic related. Consider how players will affect the story, and have contingencies to easily build around them.

4.) At the end of the day, run a game YOU would enjoy playing. That enthusiasm trickles down to the players.

5.) Players are spending time to enjoy a group setting, so devise some means to ensure everyone gets a fair shake. Ensure nobody steals the limelight (intentionally or not), plan around what happens if people split up, and build a structure so the table is a round one.

6.) Be cautious about how you weave the narrative. A single character/player having great significance in the world has one way it can go well (they achieve a character arc) and many ways it can go wrong (scheduling conflicts, personal issues, TPKs, etc.)

7.) Build the backdoor. Find ways to mingle new and old NPCs/PCs ahead of time, so that a player/character having to leave for however long feels plausible.

>> No.53433315 [View]
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These are more midlevel than beginner tips, but here, have this screencap.

>> No.53289293 [View]
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Good stuff in this thread. My perspectives:

This goes both ways. Sometimes it makes combat go smoother--like killing an enemy that's a hair from death to save time. Sometimes you'll just want to roll to make players sweat (like when a player does something cool or clever and you don't really want them to fail for it).

This is a question of terminology, but I think pic related is a fine example of how to account for players without commanding you to set a certain structure.

In my experience, it pays to cross the streams and ensure that the party is somewhat disinclined from splitting up in-game. Not ENTIRELY, but somewhat. We often "roll initiative" when characters split up to add some structure and ensure nobody is left out of the spotlight. And sometimes a character has a plausible reason to be left out--but the player might be okay with that.

>Spot rolls
With traps, I prefer the traditional 'player skill' approach. I don't like rolling, because it's fun for players to exercise their own ingenuity in trumping them--but a roll makes for a suitable fallback in corner cases.

>Avoid OHKO
Sometimes an attack is liable to fuck you up. My party got nearly one-shot by a Behir because they kicked in a door in single file. Not every situation is deliberately malicious, and as long as you and your players are on the same page they shouldn't hold an occasional instance of brutality against you.

Other advice: Prepare. It's a lot easier to improvise when you have a grab-bag of names for people/places/things, or when you've exhausted all possible questions surrounding something. Players, in DOING things, are essentially "asking" about your world, and it pays to have "answers" in advance, even if they're simple.

On that note, sometimes it's okay to say you don't have all the answers. Sometimes a hokey or implausible concept is what it is, and the players can help you with understanding it. Low-risk worldbuilding, in a sense.

>> No.53263021 [View]
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1.) Play the game you and your players like. I've grown to hate 3e but it's your game.

2.) You can look at "making a campaign" in two simple ways: either start with the party and work out, or work out the details of the world and work inward. I stick to the latter, but if you're not picky about the nitty-gritty or the overall scope the former can be refreshing. I, myself, like to look up maps until something jumps out at me and gets me in the zone. Find something that'll give you that frission of inspiration.

3.) For creating worlds, look at the sort of media and stories and illustrations that excite you. Whether it be pulpy fantasy, science-fantasy, high adventure, gritty Hyborean, it doesn't matter as long as you enjoy it. Ultimately, you want to be excited about running just as much as the players playing, so you should run a game that YOU would want to play in. That enthusiasm trickles down to the players.

4.) Dungeon design, for me, is a matter of verisimilitude. I like the old hat stuff, like wizard towers, because they seem to have been left behind for a purpose. Look up some OSR stuff, or old modules (the Jacquays stuff is great). Sometimes all it takes is a great layout and a good excuse to separate a good dungeon from a great one.

5.) "Adventures", broadly, are something for the players, so make an effort to cater to things they would be interested in. Incorporating character backstories and player interests alongside adventure hooks will give you enough juice to get started, and the players will do the rest.

6.) DON'T BEND OVER BACKWARDS TO BE ORIGINAL. Obviously you don't want to be a shameless plagiarist, but if you're new to this stuff you don't want to collapse under the weight of ambition. There's something to be said about a strong execution. Even the corny "dragon kidnaps princess" staple still has the means to entertain if done well.

7.) When designing a campaign, try to avoid excess "plot". PREPARE for things. Players surprise.

>> No.51765537 [View]
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>What game do you think I should start with for people who are new to these games?
Any game with simple core mechanics that are easy to pick up, with any additional rules being easy to reference.
That said, it really depends on what genre or game experience you all want out of it.

>I'm thinking D&D 3.5, perhaps?
It wouldn't be my first choice, mainly because it has numerous flaws that are well known and there are other choices, like 5e, that are accessible.
However, my reasons for the first suggestion that popped in my head amounted to: "It's what popped my cherry and it was pretty fun."
So, what do I know?

Also, have a couple /tg/ GM resources.

>> No.51406188 [View]
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here's the other bit of advice

>> No.51316639 [View]
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>> No.50794517 [View]
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iv recently decided to start GMing, the problem is iv never done it ever and I want to do the best that I can and give my group the best experience I can possibly deliver to that I ask you /tg/ what's some good advice for a GM that's just starting out and what do you do during session 0?

im not really sure about things like, when to take notes, what to write down when I take notes or where to draw the line on something,etc,etc. Any help would be greatly appreciated

>> No.50178682 [View]

also this should be a little useful. I too hope to run a game one day, partly because I want to, partly because im hoping if I get people interested in a game/system that I can use my ideas as a player

>> No.50151825 [View]
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>> No.50146805 [View]
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>A wise man doesn't plan. He steers.

>> No.49845291 [View]
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>> No.49797173 [View]
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>> No.49695447 [View]
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