Happy one hundred posts!
- It pays to keep notes on the types of players attending your games, and their personal preferences, so you can address their specific needs.
- On the subject of notes, don't forget to encourage your players to keep their own! Player bookkeeping takes a lot of undue mental strain off the DM.
- A single monster in a room is the most difficult encounter to make entertaining. At least give them additional turns if you can.
- Remember to have at least two maps or visual aids per session to keep things interesting. Even if you just sketch them up yourself on the fly.
- Remember that when you adjust the challenge level of an enemy, more HP=longer fight. Try increasing damage if you want a quick and lethal encounter instead.
- You don't have to track complicated XP rewards if your group isn't into that sort of thing. In many systems it works fine to just grant a new level after a certain number of gaming sessions.
- The more sides on your die, the more randomness in your results when rolling. Keep this in mind when choosing a game system.
- Not every friend to the party needs to be a hero themselves. Introducing sneaky and corrupt allies to your players is a nice little way to keep things interesting.
- Expect every player to try to find a way to turn their meta-game knowledge into something their character knows about. Allow them some opportunities to do so when it would be believable.
- Higher numbers result in more number crunching and slower play time, so try to simplify the rules when possible. It may be impressive to roll a fistful of dice, but it is tedious to count up your results.
- If you are good at impersonating certain celebrities, use this talent to create some memorable NPCs.
- Every mystery should have many clues that are clear and apparent. Allow multiple avenues of investigation, and remember that the players can't read your mind. Keep things simple and understandable.
- It's okay every now and then, but don't let your players end every combat with capturing a survivor and interrogating them for more information.
- Make your players realize that the DM is not their enemy, but task them with truly challenging threats. Your players may surprise you with their skills, more often than not.
- Read, read, read! Novels, sourcebooks, web sites, comics, these are the best resources you have to get inspired for your own RPG creations.
- If you are in the right place for it, consider running a game from a standing position for a more active approach to get the creativity flowing.
- Starting a stopwatch or an hourglass is a diplomatic way to put the heat on a player to reach a decision without saying a single word.
- For larger encounters, split the encounter into segments. Have some of the enemies held in reserve at first, or make the map large enough that they can only reach targets in certain areas.
- Give the players a choice between two terrible options, and let them make the best of a bad situation.
- Don't be afraid to ask your players what you can do for them, and do your best to accept criticism without taking personal offence.
- Limit the number of NPCs in a campaign that are on par with the player characters, it can make the players feel insignificant if overdone.
- If you have identified something the players care about, you now have the key to motivating them into action.
- A mug full of markers, pens, and pencils, is a handy resource to have at the game table.
- Have rulebooks on hand, but set limits on how much time you spend flipping through them. It can really kill your momentum.
- In addition to notes on your own monsters and locations, it is also useful to have some notes on the player characters themselves (history, strengths, weaknesses...)
- It can help to keep an eye on the clock and have a timetable set with session goals, like reaching a certain milestone within the first couple of hours.
- When the players reach a high enough level, consider letting them revisit some threats from earlier levels to compare how much more powerful they have become.
- Players: strategy is good, but don't overthink things. Sometimes going with your gut can yield the best results.
- Conversely, don't rush into a fight just because you can. There are often subtler means of resolving a problem than the direct approach.
- Low magic fantasy settings can work, but don't try to run them in game systems like Dungeons and Dragons which are built with a heavy focus on magical beings and abilities.
- I don't believe in XP penalties for players who miss a game night due to other commitments, but you might still allow minor XP bonuses to the present players for their actions during the session.
- Sometimes calling time out and explaining the situation to the players isn't meta-gaming, it's just common courtesy.
- Let the players collaborate or make additions when building a new campaign setting, and they will share a personal investment in it as a result.
- Try to run the kind of games that both you and your play group share an enthusiasm for, not just one or the other.
- Music playlists are good for ambiance, but make sure you have music on hand that is appropriate for the style and tone of the scene you want to set.
- If your group tends to get chaotic, you might need to work out a system to give everyone a turn to speak. Just don't restrict the players to the point where it's a classroom rather than a game room.
- If it is something simple that a character should be fully capable of, don't make them roll dice for it. Just let the character automatically perform the action.
- If a player wants their character to join the dark side or do something else drastic with their character, it is best done openly with the cooperation of the group. Otherwise it can become a mess of characters interfering with each others' plans and pushing their own agendas.
- Don't give your DM too much of a hard time if they flub a line or misread a rule. It's a hard job to pull off, and you should be considerate if you want to receive consideration in return.
- When I am a player, I make an effort to respect the DM regardless of the quality of their game running. There is a time and place for criticism, but not at the game table.
- Care about your players, and they will care about you. I can't stress this enough.
- When you start out, play with people you know and are comfortable with if you can. It's easier to game with people when you already have an established rapport.
- The first session of any new campaign will be a bit bumpy to start out. Don't feel bad if not everything works as well as you had hoped. It gets smoother with time.
- Digital books are great, but I find it much easier to access and share a physical copy. I try to keep computerized materials at my table limited to notes and media like pictures and music.
- Snacks and drinks at the table are great, but someone is always going to spill their soda or beer on something at some point.
- Try addressing the players by their character names when asking them about their actions, if only to keep track of who they are playing in the campaign.
- Always have extra dice on hand, a communal pool for players who tend to lose their own.
- It's nice to be considerate to the host on game night. Offer to provide some snacks or drinks sometimes, or loan some gaming supplies like dice and miniatures.
- Don't let anyone bully a player at your gaming table. If you see anti-social behavior in your group, put a stop to it.
- Keep on sharing your stories and ideas with other players and DMs. This is how we enjoy the hobby and learn more about it. I enjoy taking this journey with all of you, and look forward to hearing from you.
Follow DMpathy on Facebook and Twitter, and check back each week for more tips and tricks for running games in any tabletop RPG system. Happy ventures!
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