DM Best Practices / Tips

Post/Author/DateTimePost
#1

Atari2600

Nov 25, 2014 21:27:35

Hello,

 

What are your DM tips or best practices?

 

I'll share one very quick,

 

I usually send after the session, a post-story of one of the characters, sometimes I send one or two stories, depends on how much stuff is going on. I send it by e-mail or the group chat. 

 

Usually do this to keep the story going and to try to save time on describing events for the next session. Also, it helps keep the story going while there is downtime between sessions (i think).

 

Some other advice?, DM tip?

#2

thanson02

Nov 25, 2014 23:24:45

Any tool that helps new players pick up the basics quickly.  My favorite is a Combat Crib Sheet.  Understanding what one’s basic options are at a quick glance is always useful.

 

#3

AaronOfBarbaria

Nov 26, 2014 1:04:16

Encourage the other people at the table to do as much of the "work" of keeping the game running as they can stand to do - let them bring plot ideas into the game, let them fill in some details of NPCs even if you are going to be portraying them, let them track initiative/hit points/whatever during play.

 

Basically, do everything that you can to make your role as DM as close to "just one of the guys at the table, but I make the final call on the rules rather than having a character of my own." - be a group of people playing D&D, not a DM and a group of players.

#4

iserith

Nov 26, 2014 6:38:46

Session Zero: Before playing, get on the same page as to the game you're playing and what you and your players' expectations are. This can be a whole session on its own or a 10 minute discussion before a convention game. Unlike other games, RPGs suffer from this phenomenon where 5 or 6 people can sit down to play the same game (say, D&D) and have totally differently ideas of how things should go. Get on the same page from the get-go and you avoid problems later on.

 

Make more cool stuff happen per unit of time. If the adventurers go into a tavern, there's a bar fight in progress. If they go into a cave, there's an owlbear sleeping next to an egg. If they go on the road, there are bandits that are stealing from the rich and giving to the poor. If they go into a shop, the merchant presents an opportunity for adventure. Whatever the players choose to do, wherever they go, find the cool, genre-appropriate conflict or opportunity, stick it in their faces, and ask "What do you do?" At no point in the game should there not be cool stuff going on.

 

Fast-forward through the boring bits. You don't have to play out every minute of the PCs' lives. Skip ahead with "Time passes..." and get to the drama and conflict. If you need to, you can fill in details later with flashbacks e.g. "When I was back in town, I restocked with arrows, so I'm ready for this fight!"

 

Every die roll should be significant. Something about the situation needs to change if the PCs succeed or fail. Either result should be interesting to the players (even if it sucks for the characters). If you can't imagine how the situation will change in an interesting way after the die stops rolling, consider not asking for the roll - just say the character succeeds or fails or offer a precondition for success.

 

Don't fail - complicate. If failure would otherwise be boring but you feel there is still uncertainty as to the outcome, have failure on the die result in progress with a setback instead. The characters get what they want, but with a cost or complication. For example, if the players decide they want to bust down a door in the dungeon and you know there are gnolls nearby, then the failure condition might be "You bust down the door, but this alerts nearby denizens. You hear the ominous howls of the supplicants of Yeenoghu echoing in the corridor. What do you do?" By contrast, "You fail to break down the door" is just boring. Don't be boring.

 

Tent Your Quests: When the characters take on a quest, either one they've accepted from an NPC or have come up with on their own, write it on a tented index card and put it somewhere everyone can see it. Make note of how much XP it's worth (plus other rewards).

 

Learn to improvise. Your prep work is just a tool to help you improvise, not a script to unerringly follow. The easiest way to improvise is to get used to saying "Yes, and..." That means you accept what a player has offered and then add onto it in a way that doesn't negate or deny what the player said. Think of how something could work and be used rather than think of ways it can't work or isn't useful. Encourage players to do the same with other players.

#5

Rhenny

Nov 26, 2014 9:16:16

Atari, I do the game summary thing too.  It is great for keeping continuity and reminding players of important details.  I also like to send individual notes to players to motivate or remind them of aspects that  are important to their pcs  . 

 

Here's one that seems obvious, but can be overlooked: Listen very carefully to players.  Often, they are the best source for how to build the world/encounters around them. Sometimes, when someone has a cool idea, I incorporate it into the game immediately, or I take note and incorporate it later.  Players get jazzed when they feel like they understand the campaign world or when their good idea pays off. 

 

Also, monitor player reactions as best you can. Make sure that each PC/player is getting roughly equal stage time in the overall story of the campaign.  

 

Keep rules discussion away from the table. Make quick decisions and keep the game moving.  

 

Edit:  p.s.  I always love reading advice from Iserith. 

#6

Ansbach

Nov 26, 2014 8:34:30

Keep the Focus on Fun: Don't get hung up on the rules, small details of your adventure, or anything else that is stressing you out.  If everyone is having fun, You're Doing it Right.

 

Play to Find Out What Happens: Don't ever assume what the outcome of an encounter will be or how the players will react to an event.  Instead, put obstacles in front of the PCs and then play to find out how the PCs overcome those obstacles.

 

Don't Over Prep: by far the most common mistake with new GMs creating their own worlds and own adventures.  Only develop the minimum you need for the next session or two, leave the rest unwritten and flexible.

 

If you are stuck in the middle of a game and can feel the energy or excitement draining, think to yourself, "What's the most fun thing that could happen right now?" and then make it happen.

 

#7

Lashan

Nov 26, 2014 9:01:15

I like to play in the pre-generated game worlds (Forgotten Realms or World of Greyhawk) and there is a wealth of info about the game world.  Not every player is familiar with every game world.  I like to give players packets of info and set up as much backstory as possible throughout the game.  The first use is to use bards to fill out 10-20 minutes into gaps.  Tell the story of an iconic part of the game history and let the players ask as many questions as they want.

 

It started there, but I'll also work between sessions to get them stuff.  If they get to a new part of the world, I'll use the background stuff I have from various products and type up a write up on the area.  I'll hand it to them (hopefully) before the next game session.  They can read through it on their own.  It's in their folder so that they can go back and refer to it.  They can make notes.  I'll give them general info about an area, but I'll also include some basic history of the place that anyone would learn from being there.   It helps them tie in the bigger picture to what's going on that way and it makes them feel more into the theme of the campaign.  They get to read it all on their own time, too, so it doesn't take up game play.  It's also not mandatory, either.

 

If there is a character that has the History skill....or someone from a specific area, I'll give them packets that talk about  big events in history every once in a while.  So....what is the Rain of Colorless Fire and how did it change the shape of Greyhawk?  Or....a dwarf from Ulek will get some information on the Hateful Wars with the humanoids of the Pomarj.  Maybe someone has the Religion skill...I'll start to give them packets on different dieties and the pantheons.  There's always cool stories there.  One important part is to actually give different people different information at times.  This way, something comes up and it's relevant to the plot.  That person (with the skill or background) goes, "Wait!  I know something about this!   They dig through their notes and can roleplay the info".  It comes out much better that way then just them rolling a die and me telling them.  It gets group dynamics going and it informs the players into what's going on.  

 

What can be cool is if you know which direction you are going with the campaign...you can plant seeds early on plot points.  For example, I'm starting a campaign that deals with Iuz the Evil being released from his prison, but no one knows it.  He's slowly consolidating his power.  So, I start off with Keep on the Borderlands and the hidden temple is for Iuz.  After they defeat it, no one really beleives that Iuz is back and they think it's a pretender.  Then....they start to research into Iuz.  I start throwing them adventures about Iuz and Iggwilve (his mother).  They research these NPCs as part of their treasure hunting goals, but learn a lot about them in the meantime.  Then....when the Greyhawk Wars break out, they have an idea of who Iuz is as oppossed to just some evil god guy.  I'll throw in all sorts of stories about both Iggwilv and Iuz and have adventures around their old activities.  I'll start to get them packets of info for all the characters based on things and provide them snippets of cool stuff.  It should be good.  I'll also include all sorts of stuff not about that plot just so they get a good sense of the campaign world.  

 

Overall, each player has a folder that you can add more papers if they are hole punched.  I'll print out and punch out holes for all their packets and they can slowly fill up their character stuff.  In the end, they have a whole bunch of info that their character has learned that they can go through at any time.  It makes the game world come more alive.  

#8

Touc

Nov 26, 2014 13:20:57

Unique Quirks:  As Iserith notes, keep it interesting. If the party stumbles across some bandits who just waylayed a merchant, fill in some conversation beforehand. One of the thugs, a knotted fellow with sunburnt skin, shoves another skinny fellow with rotted teeth. "Mort would've loved this one. Clean kill, sliced right through, just like Mort would've done." The skinny fellow slaps his hand away. "Mort was a clod, you dimwit. You're thinking of Mert."  The thug nods. "They're both dead so I'm half right."  Never should an encounter be "You see 6 thugs, roll for initiative." 

 

Choices Matter:  Change the game world based on party actions. Whether it be a derogatory tavern song based on their cowardice, or a visit from the town councilman to see the "heroes" face to face over dinner, let the world adapt to their actions and provide feedback.  Maybe truly inspiring heroes see children playing at swords in the town green and each pretend to be one of the heroes as they face down the imaginary dragon. 

 

Let the Players Help out:  Use a dry-erase board to have a player track party hit points and initiative, have someone keep track of treasure, have someone provide an online recap of each session, and so on.  It shouldn't always be the DM's show or burden. 

 

 

#9

Noon

Nov 26, 2014 15:14:47

Get the players to make goals for their characters, that the player is excited about pursuing with their character in play. If none of them will make goals or if they do so half heartedly to just try and get past it, consider play will be a lot more lacklustre. RPG's include the players creatively - when the players don't contribute creatively, things get lacklustre (ie, it's not the GM's fault all on his own, it's in part the players fault as well)

#10

BRJN

Nov 27, 2014 13:43:35

Lashan wrote:
#11

Clutchbone

Nov 27, 2014 16:11:18

Keep Things Moving: If you're not sure which ability to use, or what that spell does, or how this rule works, skip it. Make a regular attack or take the Dodge action and check the book before your next turn starts. Encourage your players to do the same.

 

Describe it: Turn "You kill it" into "The bandit coughs blood on you as he falls dead." You don't have to write a story, but a single sentence works wonders. A PC makes a reflex save? "You barely hold on to the slippery edge." The players go shopping? "The storekeep looks irritable." Better yet, ask the players to tell you what it looks like when they're casting a ritual or critting a monster, it'll get their imagination going.

 

Fight Like a Monster: Rampaging orcs might not care about triggering opportunity attacks; after all that damn wizard in the back just singed his head! Goblins might disengage every turn, scampering about even when there's no real need for it. Too often monsters just become stat blocks with different numbers; try to give them some life.

 

Say "Yes" More Often: They want to travel to Y instead of X? They found a way to foil your Big Bad without even fighting him? They saw the size of the dragon and said "Nope"? Sure thing! Be up front and say you didn't anticipate this, but if they give you 15min you'll cook something up to keep the ball rolling.

 

And my personal favourite...

 

Don't be Afraid to Call an NPC "Bob":  ...or Susan, or Benjamin. It can be hard to think up a fantasy name on the spot, or remember every NPC from the pre-made campaign. And trust me, come next session they'll remember Jenkins the Elf Priest a lot easier than Fëanáro Ancalimë or whatever.

 

 

#12

Shirebrok

Nov 27, 2014 20:00:30

Clutchbone wrote:
#13

Noon

Nov 28, 2014 1:07:01

Is he a brotagonist?

(Reply to #4)

bonethug0108

iserith wrote:
#15

bonethug0108

Nov 28, 2014 6:10:17

My personal advice is to have a few "characters" ready to go. What I mean by this is have some standby personalities that you can plug in to any NPC the characters may talk to. Nothing complicted. Stuff like burly old man, snickering elf maiden, ditzy town guard, etc. And write them down so all you need to do is glance at the list and go to town when the PCs decide to talk to the stall boy who was just window dressing.

 

Another piece of advice is to have a story arc of sorts for each player based on their background. This could include family, villians, guilds, items, etc. The players could be looking for or avoiding something, or something could happen to something/someone they know. This will help invest the players in the story/world and in their own character.

#16

Rhenny

Nov 28, 2014 6:16:36

Building on some of the other advice, as DM, I like to have a few contingincies already planned.   For example, have 2 or 3 interesting encounters that can be dropped into the game in a variety of situations.   Have an extra adventure site ready to go in case the players want to explore or go off their current path.   Have a number of non-combat encounters that can be dropped into the game to add depth.  

#17

bonethug0108

Nov 28, 2014 7:05:43

Don't be afraid to throw in a random goblin* ambush with "overwhelming" numbers at a higher level party. Let them look badass for a fight. Not anything too often. Maybe once every 4-5 sessions.

 

*does not have to be goblins

(Reply to #13)

Shirebrok

Noon wrote:
#19

guachi

Nov 28, 2014 17:11:02

Clutchbone wrote:
#20

Illithidbix

Nov 28, 2014 18:03:05

Why are you running the game? 

If it's not for your player's enjoyment. Reconsider.

 

Don’t be afraid to have the players shape your world

This can be both in uptime action, or filling in details. Don’t be afraid of leaving blank spaces where players can contribute.

 

Be a fan of your players!
Let your players do stuff their ideas and plans, perhaps not flawlessly but take pride in their cool ideas.

 

Don’t be smug at them because they are not clever enough to think exactly your thoughts when presented with a situation.

Take pride that they’re personally engaging with your creation and making it theirs as well.

 

Whenever possible fail forwards
Whenever a player fails a roll and doesn’t succeed, try and have consequences that create more game that they can immediately react to.

 

… And what do you do?
When presenting a situation engage the players with an opportunity for their action and choice.

 

Don't make players roll when there is no useful consequence of failure
A principle from Gumshoe.

 

When they players need to find a vital clue to get anywhere in the investigation, then failing the "Spot/Search/Investigate/Find plot/Sherlock-the-****-out roll will likely just stifle players
So if the players look, they find it. Done.

 

Similarly if there is no time or resource constraint for failure, don’t make people roll until they succeed.

If you are using rolls to create a sense of mystery and obfuscation, then cool. Certainly works in some horror games where player ignorance helps create the immersion of character ignorance. But in that case the useful consequence of failure is suspense and fear of the unknown.

 

Free-options often aren't. 
I love the idea of sandbox games and just asking the players "What do you?", 'cus railroading sucks, surely?


Unfortunately the nature of tabletop games means that you have exactly as much information about the world as the GM describes to you and even then it's likely that you don't end up with the same mental picture after the GM's description.

 

It *can* work but sometimes restricting the environment allows the players to have a far better idea of what meaningful choices they actually have. Dungeons are the ultimate expression of this, your choices can often literally be mapped out.

 

Sometimes railroading is fun, sometimes it isn't. 
Your plot should be a guideline and sometimes stuffs happens which the players can't affect, however if this happens *then* allow them to make a choice, if the choice changes your story run with it.

Or else cunningly present it so that the player's choice did. As soon as a player feels they're not influencing the outcome of a game, they are very likely to loose interest.

 

Either way, don't just read a story out.

 

Some players don't care so much about this, some players are really irked by it.

I find yelling "I'm RAILROADING YOU!" as I do it helps keep everyone in prospective.

 

Combining the above, sometimes the best way is to have something happen that the players cannot stop, then once the scenario has been clearly explained, ask them what they want to do.
Aka the "Hit them with the plot hammer, then hand them some rope so they can hang themselves" approach.

 

(Directed mostly at me.
AWESOME INTRO – filler -filler – SOME PLOT – Filler – filler – AWESOME END.
Is probably not the best plan for a game, if necessary limit the length of the game.

Short campaigns with planned conclusions are good campaigns.


Combat encounters - why are they there?

As a general guide I can see four vague reasons for combat in D&D:

 

1) To Conquer your enemies, see them driven before you and to hear the lamentations of their kinfolk as you take their stuff. Where the players describe how they kick ass. Where fights are in the player’s favour and it’s about them describing the awesome that happens. Then they get loot, but the real treasure is them being badass.

 

2) Tactical challenge. Fights are fair and challenging, it’s about using their cool powers in clever ways.

 

3) Hard choice alternative to sneaking or talking. Where fights are to be avoided unless the players find ways for it to be unfair in their favour.

 

4) Scary horror stuff. Where fights are unfair and monsters are things to run away from screaming.

 

Or perhaps just not at all. Sometimes DMs seem to put fights into games because they think it’s a thing D&D should have. Without a clear role for the combat encounters.

 

#21

sleypy

Nov 29, 2014 11:08:37

I think everyone at the table should be there to have fun together. The DM, as well as the players, should make sure that everyone is getting a equal share of the fun. If there is something that is making being a DM not fun you should talk to the players about it as soon as possible. It is a lot easier to solve issues when you first encounter them than to let things fester.