Tuesday, March 8, 2016

The Hundredth Post: 100 Random Observations (Part One)


To celebrate the hundredth entry here on DMpathy Blog, today I proudly present one hundred random observations and tips from the top of my head. Thanks for reading, and I hope some of these tidbits come in handy in your own game running endeavors! 
  1. Rogues: If you steal FROM your party instead of FOR your party, you will surely be left to rot in the darkest dungeon.
  2. Speaking of rogues, scouts should always be sure that they don't distance themselves from the party without a backup for contacting them if things go sideways.
  3. It's all too easy to rush players from one mission to the next. Let them have some down time occasionally to role play and manage resources.
  4. If a scenario is not going according to plan as a DM, change the plan and take it in a new direction.
  5. If you find something a player really enjoys, that's your carrot on a stick to keep them motivated during your campaign.
  6. Tracking supplies like ammunition and payload should be dependant on how much the players enjoy resource management, not a mandatory chore.
  7. Random tables should still be modified and tailored to your current adventure so they add to the experience rather than detract from it.
  8. It's always a good idea to watch other DMs and find out what you can learn from their techniques.
  9. Rather than just threatening players with damage during combat encounters, hit them with other conditions, or place their resources or allies in jeopardy.
  10. Social and mental encounters need clearly established goals for each party involved, and you should be sure that you know everyone's motivations and allegiences before you run the encounter.
  11. I always consider the battle map itself to be an ally or an enemy to the players.
  12. It's always good to recognize early if your players are not following a plot hook. Give them more reasons to be interested if the first one doesn't work.
  13. As a DM, conspiring with a player is a great way to pull off the whole "shape-shifter replaces a teammate" trick.
  14. Mind control or simple deception is the most effective way to threaten muscle-bound but weak willed combatants. Turn their strength against themselves or their team!
  15. Letting your players describe their own attacks is a great way to get them engaged in the action.
  16. ...And don't forget to allow your players the opportunity to deliver witty one-liners along with those attacks.
  17. If one of your players is causing distress in your gaming group, always try to address them outside the game rather than making it an issue at the game table.
  18. Remember the old idiom "If you stat it, they will kill it." Make sure your favorite villains have some sneaky backup plans for escaping and surviving.
  19. Remember that even Lawful Good characters could make for appropriate antagonists if they are sufficiently misguided. 
  20. Reworking cliches into something new and different works just as well as avoiding them altogether.
  21. Keep things moving at a brisk pace if you can. If one player is still mulling things over, consider offering the next player to prepare their own turn.
  22. If players are new to as system, try introducing the game with a half-hour "tutorial" encounter where you cover the basic game mechanics.
  23. If you provide your party with NPC reinforcements, you might offer them the opportunity to play these reinforcements themselves, like bonus characters.
  24. If the party doesn't have a healer, make sure there is some sort of mechanic like healing potions or special medicine to keep the game balanced. 
  25. I like to close out every game session with a unique song from my personal playlist, like the credits roll at the end of a movie.
  26. Don't just run a game because you want to be the center of attention: be a DM if you enjoy the process of creating and coordinating adventures.
  27. The best surprises to spring on your players are the ones they realize they should have seen coming.
  28. One shot, single-session adventures are fun ways to break up monotony and offer players a new gaming experience.
  29. The term "noob" doesn't need to be part of our vocabulary. Welcome new players to the table without judgement.
  30. A DM is not a god, they are the players' guide to the world of adventuring.
  31. Spend at least an hour of prep time in order to have a successful game session.
  32. Decide how you are going to handle lethality and character deaths at the beginning of your campaign, in collaboration with your players.
  33. Don't roll the dice unless you are ready to accept their results as being the deciding factor of an event.
  34. You don't have to start a campaign at level one, you can begin at whatever point you feel would make for a fun game.
  35. Don't panic if something doesn't go according to plan when you are DMing. Call a time out and arrange your thoughts.
  36. Cultural references can be really fun, but don't overdo it. Original humor is still better than rehashed jokes.
  37. Initiative tracking can be complicated. Consider employing a player to help you manage it properly.
  38. Sometimes the real world gets in the way of game night. Try not to hold it against players if they frequently miss game night, but be honest with them if their inconsistency is causing problems.
  39. Character death is scary, but still not as scary as a long-lasting character injury.
  40. I personally don't like forcing players to deal with clunky currency conversion systems. No copper/silver/electrum pieces if I can avoid it.
  41. Giving your player a mentor character is a good way of previewing some of the powers and abilities they will be capable of in the future.
  42. Bottlecaps from beers and sodas make really easy to find tokens or "fate points."
  43. Sometimes your players will relentlessly follow red herrings that you didn't even intend to lay out. Enjoy the resulting hilarity.
  44. Have a list of miscellaneous names on hand for people, places, and things. You'll be amazed by how many times you will need it.
  45. Keep track of which players have had more of a spotlight during each session. Try to give each one their own time to shine.
  46. Practice calm, steady delivery of DM narration. Take a deep breath and take things slowly when you speak to your group.
  47. Props and handouts are a fun addition to any campaign. Don't underestimate the benefits of a nice looking visual aid.
  48. Don't take the rules too seriously. As long as everyone is having fun, it is a successful game session.
  49. If it makes for a cool scene, consider bending the rules to allow it to happen. Fun trumps everything, every time.
  50. You don't need to stat out every enemy and NPC in the world. Design them as a general outline and work out the rest of their details on the fly.
TO BE CONTINUED...

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