Are there any common mistakes that the rest of you have made that I can avoid?
It may sound simple but I literally have not DM'ed ANY game at all in 20+ years and I just want to make sure that I don't jack it up.
Moderators: DJ LaBoss, finarvyn, michaelcurtis, Harley Stroh
Sounds good to me. Will do on the luck mechanic. Thanks for the reply!beermotor wrote:Portal is pretty forgiving. If you have a lot of characters, you can skip initiative. I did and it didn't affect play much, just alternate PCs and monsters. You'll do fine, it's kinda like riding a bike.
Stress the luck mechanic though. My players haven't used it at all. I think you kinda have to make use of it at level 0 to avoid a TPK.
Tell me about it, I'd hate to have my pool game interrupted by some guy waving a rulebook.finarvyn wrote: but it really killed the mood.
+1 for this. The above is simple but invaluable advice which I have learnt from bitter experience in the past too.finarvyn wrote:I'd say "don't stress the small stuff."
Just because you think you saw a rule somewhere about something doesn't mean that you need to use it this time. You might tell the players that you think there's a rule, but just get them rolling dice and keep moving. You can look it up and discuss it in between sessions and fix it next time if you like.
I've seen too many games grind to a halt because of a slightly remembered rule. Back in our AD&D days I had a DM who was a stickler for rules and sometimes he recalled something in the rulebook ... or maybe an issue of Dragon ... or was it in a module somewhere? ... now where did that rule go? ... and we would pause for a half hour or more so that he could find it. Fortunately, my friend also had a pool table so we had something to do while he searched, but it really killed the mood.
I've been in one of these games.finarvyn wrote:I'd say "don't stress the small stuff."
Just because you think you saw a rule somewhere about something doesn't mean that you need to use it this time. You might tell the players that you think there's a rule, but just get them rolling dice and keep moving. You can look it up and discuss it in between sessions and fix it next time if you like.
I've seen too many games grind to a halt because of a slightly remembered rule. Back in our AD&D days I had a DM who was a stickler for rules and sometimes he recalled something in the rulebook ... or maybe an issue of Dragon ... or was it in a module somewhere? ... now where did that rule go? ... and we would pause for a half hour or more so that he could find it. Fortunately, my friend also had a pool table so we had something to do while he searched, but it really killed the mood.
Nice list and good advice!Flexi wrote:+1 for this. The above is simple but invaluable advice which I have learnt from bitter experience in the past too.finarvyn wrote:I'd say "don't stress the small stuff."
Just because you think you saw a rule somewhere about something doesn't mean that you need to use it this time. You might tell the players that you think there's a rule, but just get them rolling dice and keep moving. You can look it up and discuss it in between sessions and fix it next time if you like.
I've seen too many games grind to a halt because of a slightly remembered rule. Back in our AD&D days I had a DM who was a stickler for rules and sometimes he recalled something in the rulebook ... or maybe an issue of Dragon ... or was it in a module somewhere? ... now where did that rule go? ... and we would pause for a half hour or more so that he could find it. Fortunately, my friend also had a pool table so we had something to do while he searched, but it really killed the mood.
My list of cliches I always try to adhere to in my games and can offer up is:
Encourage heroic plans and daring schemes
When all else fails, send in the ninjas/goblins/raiders/barbarians
Build a sense of mystery in the adventure.
And some I have cadged off Jeff's gameblog: http://jrients.blogspot.co.uk/2006/09/h ... ayers.html
Always Keep the Main Thing the Main Thing
Give the players what they want and make them fight for it.
And my favourite piece of advice which I always personally struggle with as a DM!:
Your NPCs suck and they are all going to die!
No worries. Good advice all around. It's starting to come back to me...RevTurkey wrote:I am not the most experienced Dm but a few things I find help...
Using the character's names when possible. Not just the player's names or character types.
Look 'em in the eye from time to time. I think it helps make actions seem important.
If you have a rule or situation argument brewing maybe ask the players what they think is fair. Good players tend to go for the more interesting option rather than just the one that lets them win. Of course if you have bad players...
If you are running a module/published adventure don't be afraid to change things if they don't make sense or look fun or interesting. This comes with experience to a degree but players are capable of coming up with fantastic ideas from time to time...roll with it.
Do your very best not to get worked up or annoyed if the players are being difficult. Go make a drink, let things settle and let them beat something up for a while until they have stopped scowling. Don't make problems personal. Its important to be a judge not a hangman.
Don't be afraid to say "I don't know". I often make a ruling but say that I will check if the book has anything to say on the matter before the next game but for now lets just play on.
If you have time read any module a few times before you run it.
Just some of the things that go on around my table these days and we have been having great games since I started doing them. Pretty obvious stuff maybe but there you are
Interesting observation. I will keep it in mind.ScrivenerB wrote:Two things regarding DCC in particular, from judging for two groups I sent through zero level modules:
Don't let them forget luck! Oh wait that was already mentioned. Well yes, that.
Also, the somewhat "self defining" nature of the occupational skills seemed to flummox the players. I was afraid they'd be arguing for all kinds of extravagant scope to their occupations, but but as it turned out I had to prompt them to use them at all. Maybe these were two groups of shy and retiring people, I don't know. They had some of the more interesting professions at their disposal too, it wasn't all dungheavers and beggars.