item 6 - don't fret about the games rules in the intensity of a situation, whether it's tense dialog, confusing chase scene or gritty combat. most game systems provide different methods to resolve success or results unexpected. when there are many activities happening at the same time, simply make a decision and go with it. if you are unsure or the players are unsure - don't stop the game and break the immersion. I use the natural one/ natural 20 rule. very simple, on any D20 check, a natural 20 will incur something good. on a natural one, something bad. I have no idea exactly what that will entail until the roll occurs. I make it up at that time. my point is, it's a game of make believe. once you create the environment and fill that space with entities, you have invited the players to experience your created madness thru their avatars. the longer you keep them immersed, the more engaging they will also be.
Excellent advice! I think we have a similar style, when it comes to running a game. For me, the storytelling and immersion are always more important than the rules. Of course, I have run games with players who don't necessarily agree...As I mention in the video, good communication is required to maintain a happy table. 😊
@The.Game.Cave. personally, I think most role-playing games are really two separate sets of rules. one set covers all social and skill interactions. the other set covers physical conflicts. once the GM announces 'roll for initiative', the GM has removed the players from the role-playing game and has now put the game into a tactical simulator. most new GMs don't know this and many experienced GMs don't know the difference. I let my players know up front, I will never say 'roll for initiative' during a role-playing game. if an attack action is going to happen, the player simply describes the activity and makes the rolls - or I describe an npc action and make some rolls. there isn't a stop in play to set up turn order, declare intentions and/or discuss all the combat options. thus, my combats are very quick, somewhat confused and hectic. a typical skirmish (5 PCs v 8 goblins) will take approx 15 minutes to resolve. not 15 minutes per player.
@bruced648 That's interesting. Does that still work as your PCs reach higher levels, acquiring more abilities, Hit Points, etc? I've found that beyond mid-level battles often slow down, as PCs have so many more options available. Also, do you use minis and maps - or is it all 'theatre of the mind'?
@The.Game.Cave. having higher level abilities, skills and spells doesn't really change things for me. because I don't use the combat 'action economy' or dedicated initiative turn order, the play moves quickly. it's upon the players to know the capabilities of the character and to pay attention because I can call upon them at any time to act. additionally, I allow players to interrupt at any time. thus - chaotic, the way combat should be. as for scene layout, I do both. miniatures and some terrain to help visualize. and a lot of theater of the mind, because it's just easier. additionally, I love to use physical props. when the players defeat something/someone, and they conduct a search. I toss a small pouch to that player. it can contain some fake coins or a gem or a note or a key... etc. it's great to be able to add in notes or maps, even magic items. best example, they found a deceased gnoll. it had been recently killed by some kobold. when the players searched, they found a note. since none of the players knew Gnoll, the note was a bunch of 'arf, bark, yelp, growl' and signed with a paw print. maybe they can get it translated, but in the nean time, it's simply funny.
@bruced648 The props sound like great fun. I like handouts players have to scrutinise and make sense of - your note in gnoll-ish sounds like a lot of fun! How many players do you tend to have, given how free-form your sessions would seem to be?
Great advice, just gotta go with it and have fun, the more you do it the easier it will be and the better you will become!
@@SJ76Gaming I completely agree! Until you've roleplayed, it's hard to imagine just how much fun it can be.
Great tips! I'm really excited about my first game as a DM and I want to be well prepared hehehe
@@Vaskonga Good luck! Just remember you're all there to have fun and you can't go far wrong. 😀
item 6 - don't fret about the games rules
in the intensity of a situation, whether it's tense dialog, confusing chase scene or gritty combat.
most game systems provide different methods to resolve success or results unexpected.
when there are many activities happening at the same time, simply make a decision and go with it. if you are unsure or the players are unsure - don't stop the game and break the immersion.
I use the natural one/ natural 20 rule. very simple, on any D20 check, a natural 20 will incur something good. on a natural one, something bad.
I have no idea exactly what that will entail until the roll occurs. I make it up at that time.
my point is, it's a game of make believe. once you create the environment and fill that space with entities, you have invited the players to experience your created madness thru their avatars. the longer you keep them immersed, the more engaging they will also be.
Excellent advice! I think we have a similar style, when it comes to running a game. For me, the storytelling and immersion are always more important than the rules.
Of course, I have run games with players who don't necessarily agree...As I mention in the video, good communication is required to maintain a happy table. 😊
@The.Game.Cave. personally, I think most role-playing games are really two separate sets of rules. one set covers all social and skill interactions. the other set covers physical conflicts.
once the GM announces 'roll for initiative', the GM has removed the players from the role-playing game and has now put the game into a tactical simulator.
most new GMs don't know this and many experienced GMs don't know the difference.
I let my players know up front, I will never say 'roll for initiative' during a role-playing game. if an attack action is going to happen, the player simply describes the activity and makes the rolls - or I describe an npc action and make some rolls. there isn't a stop in play to set up turn order, declare intentions and/or discuss all the combat options. thus, my combats are very quick, somewhat confused and hectic.
a typical skirmish (5 PCs v 8 goblins) will take approx 15 minutes to resolve. not 15 minutes per player.
@bruced648 That's interesting. Does that still work as your PCs reach higher levels, acquiring more abilities, Hit Points, etc? I've found that beyond mid-level battles often slow down, as PCs have so many more options available.
Also, do you use minis and maps - or is it all 'theatre of the mind'?
@The.Game.Cave. having higher level abilities, skills and spells doesn't really change things for me. because I don't use the combat 'action economy' or dedicated initiative turn order, the play moves quickly. it's upon the players to know the capabilities of the character and to pay attention because I can call upon them at any time to act. additionally, I allow players to interrupt at any time. thus - chaotic, the way combat should be.
as for scene layout, I do both. miniatures and some terrain to help visualize. and a lot of theater of the mind, because it's just easier.
additionally, I love to use physical props. when the players defeat something/someone, and they conduct a search. I toss a small pouch to that player. it can contain some fake coins or a gem or a note or a key... etc. it's great to be able to add in notes or maps, even magic items.
best example, they found a deceased gnoll. it had been recently killed by some kobold. when the players searched, they found a note. since none of the players knew Gnoll, the note was a bunch of 'arf, bark, yelp, growl' and signed with a paw print.
maybe they can get it translated, but in the nean time, it's simply funny.
@bruced648 The props sound like great fun. I like handouts players have to scrutinise and make sense of - your note in gnoll-ish sounds like a lot of fun!
How many players do you tend to have, given how free-form your sessions would seem to be?
We may need anger management tips for how to handle dice that hate you!
The dice gods are fickle. You can't rely on them any more than Conan relies on Crom!
Great advice Carl, I'm pretty sure I've heard some of those silly voices before 😂
Lol! More than likely, mate!