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17921251 No.17921251 [Reply] [Original] [4plebs] [archived.moe]

Hey /tg/, I'm gonna be launching a D&D v3.5 game with some close friends of mine and I was wondering if you guys could give me some pointers. It's my first time being a DM, and nobody in my group have been or are willing to be the DM.
I really want to get them into the whole game, and not just for a little while.
I'll dump a bit of wallpapers for now, but if no one replies, then I'll come back later.

>> No.17921326
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>> No.17921534

If you're insecure, tell your players. Most people are cool with putting up with a bit of shit if they know the person is doing their best and still trying their hand at it. You can outright ask for help (for example if you have trouble making your characters stick together, ask).

Use it. Don't use it all the time, but the first session can be very cliché and noone will mind. Especially if you tell your players first, that this one time is all about learning the rules and trying to interact and do stuff, so nevermind the predictable, boring plot.

Detail a bit.
Imagine how they start, what they can do, what they may go through and how it might end. Imagine cool stuff, things you would be pleased to face or see as a player. Imagine yourself as a player, actually, because in many ways, you are playing as well. That's why GM-wank is a no-no.

Don't detail too much.
The more you detail your scenario, the more your PCs will divert from it. That leaves you with either wasted preparation (which sucks) or severe railroading because fuck PCs you prepared cool shit (which sucks even more).

Roll only when needed.
If you can bypass a roll, don't roll. That will make you focus less on the rules and more on the flow of the game. You don't want to shuffle for ten minutes in the book to fetch a specific rules detail. Make stuff up, if it's even vaguely fair, it's better for everyone.

The story is about the PCs.
They're the protagonists. Don't rely on NPCs to make it progress forward. Make the PCs care by making the story somewhat tied to their backstories, not because of setting bullshit.

>> No.17921626
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Thanks for that, I will defiantly take that into consideration.

>> No.17921644
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1. Some of the best advice is in the DM's Guide. A lot of it will roll over you as simple common sense, but after some time, perhaps years, you'll realize that it's rather hard to follow common sense, and that you'll actually have to work at it.

2. It's a unique medium. Setting up a roleplaying game is not like writing a book, nor will the game run like a video game. For first time DM's, it's easy to be reminded of the similarities between the mediums, but you shouldn't try to force the players to act as smoothly as characters in a preordained plot. Expect things to go contrary to your expectations, and encourage the players to explore different options.

3. Everyone is a terrible player. No one is a terrible player.

Everyone has faults and strengths, and some of the best players I know are simultaneously the worst. Don't get too hung about what the players are bad at, and try to focus on what they're good at.

4. Don't be passive aggressive. I can say a lot about this bit of advice, but it basically speaks for itself.

>> No.17921682
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Yes, thanks for the info. The more I get, the better I can make the game for these guys. Maybe I'll come back with some good stories!

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>> No.17921761

Spelling was never my strong suet. Grammer isn't too.

>> No.17921785
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You want some pointers?

Don't go to parties with metal detectors
Sure it feels safe inside; but what about
all those niggaz waitin outside with guns?
They know you ain't got one..

If a woman tells you she's 20 and looks 16.. she's 12
If she tells you she's 26, and LOOKS 26.. she's damn near 40

Take off that silly-ass hat

The O.D.B. couldn't have possibly committed all those crimes
Coolio did some of that shit

Young black men -- if you go to a movie theater
and someone steps on your foot, let it SLIIIDE
Why spend the next twenty years in jail
cause someone smudged your Puma?

Cornbread -- ain't nuttin wrong with that

No matter what you think of what I'm sayin
Remember this one thing: there is no sex, in the Champagne Room

>> No.17921810

Yes, I see the wisdom in your words as always, Mr. Rock. Perhaps one day I too can be a playa of your caliber.

>> No.17921969
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Well guys, thanks for the help. Now I must do the rest on my own.

>> No.17922090


>4. Don't be passive aggressive. I can say a lot about this bit of advice, but it basically speaks for itself.

To reiterate on what this fellow said, you may have times where your players are doing things you really don't like that cause you to totally lose interest in the game when they're doing it. For example, players might decide to go on a crime spree robbing the local town shops. It might tempt you to just "go with the flow" and use some contrivance such as a rough fight with the town guard and an encounter with an extra powerful Lawful Good Wizard, as a way of "teaching them a lesson" and also avoiding "railroading."

Don't. Just TALK to your players about what bothers you, if anything. If your players are acting in a way that makes the game less fun for you, then just fucking TALK TO THEM. It'll be 99% more effective than any other "solution" you could come up with.

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