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#7
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silversea (01/07/2016) [-]
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As a new DM, this will really help me.
I've been running the game for a few months, two hours a session once a week. It's hell with our short sessions, but fun as hell because I've already tried my best to avoid these pitfalls.
In fact, for new DM's:
Don't be afraid to make **** up on the spot, but don't rely on it. As he said, get a framework, but for my game, the framework let me mold the encounters to my party's strengths and weaknesses right off the bat, to make them feel as if they were all useful and fun, even when the wizard set the place on fire and the barbarian killed 5 warriors singlehandedly, the Cleric and Rogue felt fine jumping in and assisting where they were needed, because the rogue had scouted ahead and the barbarian was hurt, requiring healing.
Use your creativity like the fighter with his sword: as an extension of yourself, and something you can attack with at your maximum potential always, while remaining limited to knowing what you can and cannot do.
I've been running the game for a few months, two hours a session once a week. It's hell with our short sessions, but fun as hell because I've already tried my best to avoid these pitfalls.
In fact, for new DM's:
Don't be afraid to make **** up on the spot, but don't rely on it. As he said, get a framework, but for my game, the framework let me mold the encounters to my party's strengths and weaknesses right off the bat, to make them feel as if they were all useful and fun, even when the wizard set the place on fire and the barbarian killed 5 warriors singlehandedly, the Cleric and Rogue felt fine jumping in and assisting where they were needed, because the rogue had scouted ahead and the barbarian was hurt, requiring healing.
Use your creativity like the fighter with his sword: as an extension of yourself, and something you can attack with at your maximum potential always, while remaining limited to knowing what you can and cannot do.
I got PermaDM'd a long time ago when I was still playing. Haven't played much since the introduction of 4e.
I was already following a lot of these rules, and they are honestly, the best set of DM rules I've ever seen laid out. This guy knows his **** .
Everyone is there to have fun. It's the DM's responsibility to make sure everyone -can- have fun. It's the players responsibility to take advantage of that.
I typically don't start planning a campaign until I know what characters will be playing.
I adapt previously created campaigns to suit my own needs.
If there's no rogue in the party, I'll put a minimal amount of traps, but I don't exclude them completely.
If the group consists of several beefy fighters, there will be more enemies to deal with.
Mages make things the most interesting in my mind. They are the hardest to incorporate easily, without screwing over everyone else.
My biggest thing though, is riddles. They have to be easy enough to figure out, but hard enough to be interesting.
Like taking a bucket of water from a well at the beginning of a dungeon, and bringing it to the bone dry statue fountain. You pour in a single bucket, and all of a sudden it multiplies and fills the fountain up, which opens a secret door that was not to be found unless you put water in the fountain. Not any water will do though, it has to be from the well.
DM'ing is an art. Not everyone is cut out for it.
I get my enjoyment from being in charge, but not in control. Being able to fluff rolls for the sake of the game, so everyone can enjoy themselves.
I get the most enjoyment when a session goes smoothly, without arguments.
I was already following a lot of these rules, and they are honestly, the best set of DM rules I've ever seen laid out. This guy knows his **** .
Everyone is there to have fun. It's the DM's responsibility to make sure everyone -can- have fun. It's the players responsibility to take advantage of that.
I typically don't start planning a campaign until I know what characters will be playing.
I adapt previously created campaigns to suit my own needs.
If there's no rogue in the party, I'll put a minimal amount of traps, but I don't exclude them completely.
If the group consists of several beefy fighters, there will be more enemies to deal with.
Mages make things the most interesting in my mind. They are the hardest to incorporate easily, without screwing over everyone else.
My biggest thing though, is riddles. They have to be easy enough to figure out, but hard enough to be interesting.
Like taking a bucket of water from a well at the beginning of a dungeon, and bringing it to the bone dry statue fountain. You pour in a single bucket, and all of a sudden it multiplies and fills the fountain up, which opens a secret door that was not to be found unless you put water in the fountain. Not any water will do though, it has to be from the well.
DM'ing is an art. Not everyone is cut out for it.
I get my enjoyment from being in charge, but not in control. Being able to fluff rolls for the sake of the game, so everyone can enjoy themselves.
I get the most enjoyment when a session goes smoothly, without arguments.
roll20.net
Click "find games" and be sure that "open to new players" is checked
Click "find games" and be sure that "open to new players" is checked