SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

The Best GM Advice

Started by beejazz, October 02, 2009, 01:24:48 PM

Previous topic - Next topic

Gronan of Simmerya

Make up some shit you think will be fun.  Make sure you have different kinds of fun.

Run the game.

See what people think is fun.

Make up more of that particular shit.
You should go to GaryCon.  Period.

The rules can\'t cure stupid, and the rules can\'t cure asshole.

Omega

Be flexible. Adapt. Expect the unexpected. If you are at a loss then roll on a table or just pick something vaugly appropriate to the moment and fly with that as far as you can. Try not to bog down.

But also dont be the players slave. There are many times when "No." is the appropriate response. Otherwise let the players be as creative as they can. But make sure they know the "physics" of the setting.

For the love of any god past present or future, dont create a personal NPC!  Or if you do. Dont have them in the group. The temptation to grandstand is immense and you can fall into the trap without realizing it. Same goes for villains.

S'mon

D&D works better than other RPGs because it is bottom-up design; the GM creates areas to explore, the players explore them, and the world, story, PC character arcs etc, all emerge out of that. Games which start with 'design a story' or 'design a character arc' instead of 'design places to explore' don't work so well, IME.
The best advice on creating sites to explore is in Moldvay Basic D&D, so including a copy of the DM's section from that would be good.