Since my mates are interested in some Rping games, yet no one else but me has any clue.
Wondering if anyone has any tips on GMing, or jjust anything aid me in making games.
Since my mates are interested in some Rping games, yet no one else but me has any clue.
Wondering if anyone has any tips on GMing, or jjust anything aid me in making games.
Be ruthless. If the people are making a LTO of stupid mistakes (not poor, stupid), then make sure that the wrath of God strikes them down.
Don’t listen to Valkyrie for one, but seriously, there’s no magic recipe on how to be a good DM, it all depends on your players, you have to adjust your style to match their needs, but here are a few pointers:
And most importantly of all, have fun.
Oh, Also of note, It’s going to be a Star wars game, In case anuyone has some special tips for a SW styled game
<font size=1>Edit:Oh, by the by…Thanks DS and Val :P</font>
Difficulty in GM’ing itself generally doesn’t lie in the game environment you’re using, but this is an excpetion. SW based RPG’s tend to be hard to deal with since either everybody will be a Jedi, making the group really homogenic, or there’ll be one or two jedis among a group of normal people, which feels like mixing heroes with commoners. I suggest trying something more classical like Fantasy-based games untill you get some GM’ing experience.
but still, if you want to go RP’ing or GM’ing in a SW set, GURPS Star Wars (non official) is really helpful, even if you’ve never even heard of GURPS. Just ignore all the rules that have to do with stats and dice and read just the contextual info.
This is worth for any RPG set and style: don’t reward your players too much, nor let them be way more powerful than their enemies.
here is some info on my DMing secrets that Ive given to Mudcap before (when he was asking about tips dealing with evil players)
this info here can be used for almost all campaigns in almost all games
On the topic of what to do if the characters are becoming evil
try sending an NPC that he liked to try and make him atone by appealing to “the good I know is still in there somewhere” whatever it is make it emotional, then, if he doesnt try to change have the person (who has to be well liked for it to work) attack him because “there is nothing left of the great man I once knew”
…
if he kills the person make him have terrible nightmares about the person calling out to him for help then a dark figure slashing him and he disappears with a scream while the character is helpless to stop it, then the dark figure comes up into light near the character and he sees his own face at which point he awakes
…
if that doesnt get him to change his ways nothing will and you will have to A:get the players to kill him (if you make NPCs or monsters do it it will be way too obvious) or B:do 2 seperate adventures where the parties only cooperate when it suits them both, which may require putting more treasure and other motivation in each place
On the topic of NPC realism (quite possibly the most important part of a DM creating a realistic feel):
this set of tips was a work of pure genius and I just love rereading over what I thought up when Im planning adventures, always add in something not related whenever it is possible
make the NPCs as human as possible, always think from their perspective, give a bit more detail, when they go to buy things give the shopkeeper a beard and an accent or something, and actually have dialogue:
not “I buy the best magic sword in the store” but try to get them to think more along the lines of “what is the best sword in this smithy, master Aramil?”do everything to make the NPCs more detailed for a while, give them all more realistic personalities (this may take a bit away from fighting time, but in the end its worth it for the depth it adds to the game) a great tip from the DMG was to make a list of random on the fly names so that nobody is refered to as “the stable boy” or “the inkeeper” and especially not “the mage”
in those examples here are a few examples of how you can spice things up:
“the stable boy takes your horse away to the stables”
becomes “Arwen, the stable boy, takes the reigns of your horse and guides it into the stables with a slight limp in his step, then he comes back, limping, and holds out his hand as if for a tip” “I give him 3 copper” “he turns and walks away, and waves to you, you turn around just in time to see him stifling a laugh as he runs back to the stables flawlessly thinking you are looking the other way”of course that would cause their previous experiences to effect what inn they may choose to stay in, which is a common practice in real life.
“you go to sleep in the inn”
becomes
“as you enter the inn the inkeeper, Gareth, asks you if you would like to have some drinks before you go to your room” “Ill have some drinks first, I need them after that dragon…” “When he gives you your drinks, on the house for your battle well fought, he warns you not to sit near the corner because the sorceress Alenier is there and she doesnt like to have company while she drinks”then
“you have your drinks and go to bed”
becomes “As you are walking toward your table you trip over a loose board (note, if you ever have a battle in this inn drop hints to make them remember the loose board and get the enemy to trip or something) and you spill your pint of ale on the woman in the dark corner. She immediately stands up and she says ‘begone clumsy oaf or I shall make you regret being born’” “and how would you propose to do that m’lady?” “she begins casting a spell at you and before you can react you pass out and the next day you wake up in the yard behind the inn, drenched in ale and with several shards of glass from your mug sticking into the most… painful places imaginable, you are barely hanging on to life and will need to rest several days before you can continue. When you re-enter the inn most of the people break into laughter, Gareth appologizes and lets you stay for free until you recover”
the biggest general purpose tip I can give for any DM/GM is to make everything memorable, not just the battles
hack and slash gameplay isnt nearly as awesome as a nice blend of story and fighting
if you put a LOT of roleplaying opportunities into the least significant thing you draw attention to the things other than the heroes and the combat
the characters cease to be numbers and become people
Dear god, Deeds…You freaking ROCK. That’s some good shit!