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One thing you would tell every newbie GM.

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siliconvinylproductions Artist :: Scientist from At headquarters Since: Mar, 2012
Artist :: Scientist
#1: Apr 17th 2012 at 7:29:27 PM

Interesting characters aren't all you need, just 90% of it.

Proud Knight of the Lambda Calculus.
Ramus Lead. from some computer somwhere. Since: Aug, 2009
Lead.
#2: Apr 17th 2012 at 7:44:09 PM

Don't give them the ability to fly.

The emotions of others can seem like such well guarded mysteries, people 8egin to 8elieve that's how their own emotions should 8e treated.
Ryusui Since: Jan, 2001
#3: Apr 17th 2012 at 8:07:18 PM

Don't be afraid to leave the rails. By all means, try to keep some control, but learn to recognize when the players are going to take the game in a new and interesting direction and roll with it.

Exelixi Lesbarian from Alchemist's workshop Since: Sep, 2011 Relationship Status: Armed with the Power of Love
Lesbarian
#4: Apr 17th 2012 at 8:10:23 PM

Rule Zero isn't just an excuse, it's a responsibility.

Mura: -flips the bird to veterinary science with one hand and Euclidean geometry with the other-
TeChameleon Since: Jan, 2001
#5: Apr 17th 2012 at 8:42:03 PM

Flexibility is king. Those encounters for this session that the player characters have somehow managed to be thousands of miles from? You'll get a chance to use them someplace else. Improvise (or better yet, have some backup encounters planned), and roll with it.

Highly Visible Ninja EDIT: Also, interesting characters are indeed vital. Just don't be surprised if the players decide that one of them is annoying and attempts to murder the guy you had planned to give out the next three plot hooks >.O

edited 17th Apr '12 8:43:17 PM by TeChameleon

KyleJacobs from DC - Southern efficiency, Northern charm Since: Mar, 2011 Relationship Status: One True Dodecahedron
#6: Apr 17th 2012 at 8:46:20 PM

Screw it, that advice was lame. Will edit when I have some that isn't.

edited 17th Apr '12 8:46:47 PM by KyleJacobs

Doryna Since: May, 2010 Relationship Status: YOU'RE TEARING ME APART LISA
#7: Apr 18th 2012 at 7:51:32 PM

Don't bother with making super detailed character sheets for major NP Cs, unless they're jointing as a party member. Just stick to the basics (combat-related, special powers-related, basic appearance, special goodies, etc.) You are probably not going to need to know that the head of the mage's guild has high skills in crocheting and leadership. Just improvise those stats and facts as you need them.

Bluespade from Fort Worth, Texas Since: Jun, 2010 Relationship Status: I only want you gone
#8: Apr 18th 2012 at 10:06:18 PM

Make all of your battles 50% harder than you think they can handle. It still won't be enough.

Fight. Struggle. Endure. Suffer. LIVE.
Envyus Since: Jun, 2011
#9: Apr 18th 2012 at 10:12:20 PM

Don't give the party a level 8 minotaur even if you only let him have 8 Hp as an a fallower. He will make combat too easy.

edited 18th Apr '12 11:27:11 PM by Envyus

Rationalinsanity from Halifax, Canada Since: Aug, 2010 Relationship Status: It's complicated
#10: Apr 18th 2012 at 10:55:04 PM

Player characters are hateful monsters who will bring destruction and misery to everything you and your NP Cs hold dear. Plan accordingly.

Politics is the skilled use of blunt objects.
drunkscriblerian Street Writing Man from Castle Geekhaven Since: Oct, 2010 Relationship Status: In season
Street Writing Man
#11: Apr 18th 2012 at 11:15:31 PM

Always make sure to put player enjoyment as priority number one. Players will forgive any and all other mistakes you make (plot holes, rules flubs, etc) as long as they have a good time every session.

If I were to write some of the strange things that come under my eyes they would not be believed. ~Cora M. Strayer~
Tinweasel Relentlessly Negative from Somewhere Or Other Since: Jan, 2001
Relentlessly Negative
#12: Apr 19th 2012 at 6:29:56 AM

Do not EVER be afraid to call bullshit on rules lawyering, loopholes, or plain old broken things.

EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#13: Apr 19th 2012 at 11:36:14 AM

If you ever do something terrible to the P Cs, make sure you tell it in an accent so they blame the NPC, rather than you.

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
CountDorku Behold my legal acumen! from the depths of insanity (4 Score & 7 Years Ago) Relationship Status: Above such petty unnecessities
Behold my legal acumen!
#14: Apr 19th 2012 at 12:33:57 PM

Remember that unless you've been silly enough to give the players a map, the next plot-relevant location is in the direction they go, not the direction it says in your notes.

Kayeka (4 Score & 7 Years Ago)
#15: Apr 19th 2012 at 12:56:21 PM

Tell your players to take notes. If necessary, appoint someone as the party scribe. Otherwise, players tend to forget rather useful info like what the city is called or exactly who they are supposed to be fighting.

KyleJacobs from DC - Southern efficiency, Northern charm Since: Mar, 2011 Relationship Status: One True Dodecahedron
#16: Apr 19th 2012 at 1:20:52 PM

If you have to make something up in a hurry, flesh it out by the next session so that you can really work with it. For example, an NPC you made up on the spot to point out the next location to the players might end up driving a large section of the plot.

edited 19th Apr '12 1:24:38 PM by KyleJacobs

Ironeye Cutmaster-san from SoCal Since: Jan, 2001 Relationship Status: Falling within your bell curve
Cutmaster-san
#17: Apr 19th 2012 at 5:17:06 PM

There is nothing wrong with banning something before the game begins. This includes a particular chunk of rules that you are having trouble grappling with, inappropriate character concepts, and even particular players.

I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me.
Psyga315 Since: Jan, 2001
#18: Apr 23rd 2012 at 1:52:23 PM

Go with the flow. Games are usually 20% funner to play when things happen on a whim.

NotSoBadassLongcoat The Showrunner of Dzwiedz 24 from People's Democratic Republic of Badassia (Old as dirt) Relationship Status: Puppy love
The Showrunner of Dzwiedz 24
#19: Apr 23rd 2012 at 3:34:39 PM

Once again:

ROLL WITH IT.

Whatever happens, you can either make something up from scratch or at least improvise a transition to something you did prepare beforehand.

Also, if your players desperately try to go Off the Rails in the same direction, you're apparently railroading them too hard. And you forgot something obvious.

Every boring combat can get a little more interesting with right terrain features. Lure players into traps or make them lure critters and/or mindless cannon fodder into traps. Put up some interesting scenery. And have the appropriate rules handy, just in case someone wants to smack a goblin with a shield to knock him off a bridge. Or something.

"what the complete, unabridged, 4k ultra HD fuck with bonus features" - Mark Von Lewis
Xiphoniii Cheeky son of a.... from Florida Since: Aug, 2009
Cheeky son of a....
#20: Apr 25th 2012 at 3:15:48 PM

If your players start to make train noises...you're being too strict.

:smug:
Korochun Charming But Irrational from Elsewhere (send help!) Since: Jul, 2011
Charming But Irrational
#21: Apr 27th 2012 at 12:53:55 AM

Always assume that your players will manage to a. kill b. seduce or c. befriend anything or anyone they interact with, and plan accordingly.

This includes both the terrain and the setting.

No exceptions.

edited 27th Apr '12 12:54:38 AM by Korochun

When you remember that we are all mad, all questions disappear and life stands explained.
UseYourDelusion The Prince of Crows from Nostramo (4 Score & 7 Years Ago) Relationship Status: Halfway to Pon Farr
The Prince of Crows
#22: Apr 27th 2012 at 1:26:38 PM

No matter how hard you try to keep the party on track, they WILL find a way to do something you never expected.

Envyus Since: Jun, 2011
#23: Apr 27th 2012 at 9:53:09 PM

don't kill them unless you really hate them.

SuperHeroineAddict freakin' metal Since: Nov, 2011
freakin' metal
#24: May 9th 2012 at 11:27:41 PM

Don't bother thinking too hard about what you're going to name locations; your players won't remember them anyway. Just steal them from fantasy novels, mythology, or Canadian geography; all your players are functionally illiterate, and won't recognize them. (Seriously, I've done the last one, and no one caught it. They were all like "Etobicoke? Did you spill a bag of Scrabble tiles?")

Another TL:DR post.
Gilphon (4 Score & 7 Years Ago)
#25: May 10th 2012 at 10:56:55 AM

Saskatchewan does sound pretty made up.


Total posts: 33
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