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Thread: Tips for New GMs

  1. #46
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    Re: Tips for New GMs

    I'll copy this post over to this thread where it belongs probably better:

    To speed up combat, there are a lot of good tips in Fantasy Hero and Hero System books. Treat low end bad guys as a limited number of hits (it takes 1 good hit to take him out, 2 for this guy, etc). If the PCs put down a bad guy, he stays down unless he's a special NPC or a big main "boss" to use video game terms. That prevents the nasty tendency of beating on bad guys while they are down.

    In general terms running a game usually all games go better if you keep certain rules in mind:

    -Try to end each session either with a glorious celebration of success (the end of Star Wars) or a cliffhanger - think of your game as being an adventure serial, make the party wish it hadn't ended yet, and look forward to what comes next
    -Try to make sure each player feels like they've contributed and done something cool in the game. If this means you have to adjust your story a bit, then do it: everyone having fun is more important than your predetermined scenario, and a good GM can work around that.
    -Find out what each player wants with their character and try to get that into the game, as often as possible
    -Remember disadvantages. Each character has a list of plot hooks and character hooks you can grab hold of in the game. Hunteds are good for complicating encounters or creating a scenario. Psychological limitations help the player role play and so on.
    -Remember limitations. If your mage has to gesture, sometimes make it so they cannot. If the warrior has a magic sword, have that sword taken away sometimes so he notices the OAF on the power. But don't overdo it: they are limitations, not crippling disabilities. Once a session is a good guide, have someone notice their limitations once a session if possible, but not much more than that.
    -Your job is to help everyone have fun (including you), not to beat the players. If they trash your bad guy easily but have fun doing it, you win. Challenge is good, problem solving is entertaining, but the end goal is to enjoy yourselves. If your players hate riddles, don't put them in the game even if you love them and have a book full. If your players prefer a light-hearted game, don't make the game grim and brutal except on occasion. Make sure you find out and make it clear what your game is at least early in the campaign if not at the start.
    -Each character is the property of their player. They made the character, they have the concept and background, they made this up. Don't make changes without consulting and working with the player. Don't just rewrite stuff without at least explaining why and having the player go along with it. They'll be creative, you can come up with something even if the original concept doesn't fit the campaign.

    There are some others, but it's all about having fun.

    I strongly advise using the GSPC combat program (it keeps track of who moves when and can even roll dice - its ancient but still runs fine on windows) or something similar for the "hit list" of DEX and SPD. It helps you keep track better of who moves when and keeps things organized.

    Use a map and miniatures. I tried working without squares or hexes but it gets too much like a wargame measuring ranges with a tape measure and so on.

  2. #47
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    Re: Tips for New GMs

    I had this guy called Major Clifford Hanger turn up at the end of most sessions and tell the PCs something terrible was about to happen.

    Too literal?



    No, really, I did.
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