LAST CHANCE: This Thursday, Sept. 7, is the last day to back the Secret Art of Game Mastery and get special Kickstarter-only pricing! www.kickstarter.com/projects/thedmlair/the-secret-art-of-game-mastery?ref=77qgbg
Collaboration with the players can help so much. It’s one of the FIRST things I learned as a rookie DM. I find getting the players excited gets them more invested and involved
This. I've never understood why people call it metagaming or bad or whatever. If I'm ever unsure of what adventure the players will want to go on next, I'll literally just ask them. Like "hey, what do you guys want to do next so that I can prepare it." Also for their characters, especially when they bring in a new one, it's usually "cool, so this is where things are at, here are some options to bring them in quickly, what do you think? Do you have a different idea?"
Depending on the game, it's more or less essential. Blades in the Dark is like that. Players get a lot more interested in an NPC if it's one they invented themselves during a flashback.
As a musician, i've learned that "you need to know the rules before you can break them". Knowing how the mechanics works allows you to make necessary adjustments on the fly. It's okay to break the rules in order to make the situation fun for everyone.
This. Always this. So many times in games I see GMs want to house-rule something, change how something works entirely, 'just because' - maybe they don't feel like looking it up so they decide to make their own rule; maybe they're upset that a player found something powerful they could do using the existing rules and want to change that rule to stop them; maybe some other thing. But nine times of ten, it goes horribly, because the GM didn't actually take the time to understand the original rule, what it originally did and why, and how it interacted with other things, let alone what their new proposed house-rule would enable to prevent in its place, and it brings the whole experience down, because rather than be a 'cool new thing' that players want to interact with, it just ends up being a red flag that players want to avoid because it doesn't actually work properly.
For me, I am a Convention Breaker. Just because we used to do X doesnt mean it set in Law for all time. I dislike how I ask my friend Armor Class, he just surrenders but I can do all the math for a Fallout 2 style hit system in 1 min.
In regards to number 4 my policy is that it’s my players job to remember their abilities whatever they may be, I’ll read them over usually a few times but if the players want them to be used they gotta call it out
I’ll ask my players if their are abilities or skills they want to use. If I know they have something beneficial, I’ll ask more than once. Ultimately, it’s up to my players to be aware of what they can do.
A footnote to this - if a player has passive abilities that only work if the GM is aware they exist and provides relevant information/experiences based on them, then you as a player *need* to make a short list of those abilities and make sure your GM is aware of them and how they work. This is particularly common with exotic senses (like Scent or See In Darkness) or detection abilities (The rogue talent 'Trap Sense' comes to mind - the GM has to roll *your* Perception when you come within 10' of a Trap. You won't know when this is happening, by definition, and the GM has a lot to keep track of, so you need to remind them you have this, or it will never ever work). If you as a player have an ability that applies a condition or penalty to an enemy creature, *make sure you have an explanation for that ready* for the GM so that they know what it does - nothing is more annoying to the player of a 'mezzer' style character than finding out their GM regularly 'forgets' or otherwise ignores their debuffs (particularly if the GM is doing the 'making up numbers' thing for a monster to begin with, so their debuffs are *actually* useless). Work out a way with your GM to make sure that your effects on enemies are easy to remember and track so you don't have to be the annoying player who has to constantly remind the GM that "That guy has a -2 to AC." >.>
15. Nuff said. I literally have a document that states (among other things): a game where outcome is determined by random dice rolls is NOT a safe place to explore topics that have the power to inflict real harm. Your GM is likely NOT a licensed therapist, and TTRPGs are not safe spaces to handle real life pain. Or something to that effect. I create fictional conflict for crying out loud, that's what a setting is. It's the player's job to fix the problems I invent (or ignore them or make them worse, whatever floats their boats) lol
I started a first-timer game for my wife and young (10 and 8) sons. After a couple of sessions, my wife told me she was done because she just wasn't having fun. It happens. I saw it coming. I let her opt out. And now my boys are having more fun because they are making more decisions, more actions per session, etc. And we can play more frequently because my wife's schedule is the most complex out of all of us. Am I sad my wife didn't have fun? Yes. But it's a game first and fun is part of that.
I've been running multiple D&D games for years, I even used to teach it as part of my job, and must confess I have never actively read the Dungeon Masters Guide. Not the biggest D&D fan but people want to play it so I indulge, but I agree with you that at a certain point of ignoring or making up the rules people should really just admit they don't actually want to play the system they have chosen.
The DM Guide is a mixed bag, but I think there are some cool things in it. Books of its kind usually have at least a few nuggets that spark my imagination.
I've always interpreted the "GMs are responsible for making sure everyone has fun" to mean that there is an obligation, as the authority, to ensure that every player has an opportunity to engage, and that any detrimental elements that are causing negativity be dealt with. No one can make an entire party always have fun, but all it takes is a few stupid things to ensure that they don't.
If I keep things interesting and keep them involved, either rolling dice or asking them direct questions, they’ll eventually have fun. Give them moments to do something cool or heroic also helps.
It's still up to the DM to facilitate the fun. To make sure the players are being heard, to make sure the NPCs are engaging and interesting, to make sure the storytelling is immersive, to manage the pace of the game, that's all on the GM.
@@Sun-Tzu- no, that's not how that works. You cannot make someone have fun. You can setup an environment where they can have fun, and then let them choose to engage... but you cannot force someone to enjoy something. The GM is not obligated to have an amazing story and extremely complex npc interactions, though they help, when not every player/party is going to appreciate such things and not all GMs will be capable of such things. The GM is obligated to try and make the game fun, but not to "enforce fun".... or how did you put it? "Facilitate fun". Especially when you consider the amount of work that goes into being a GM, even just a half decent one, unless you're charging for spots at your table, there is no reason to try and take on even more stress and responsibility for, what should be, a hobby that you enjoy. More than half, by far, of the responsibility of "having fun" is on the player side. I've had more fun as a player where we made our own fun, and seen my players do the same, than I can even remember. Everything from making a game of denying an npc tagging along with the group any confirmed kills(my players made it a game to kill steal from this poor barbarian for over 4 combats and had a blast doing the dumbest crap just to deny a kill), to deciding to go off the rails in an unusual way and start some side business that makes sense, kinda, on a whim(I've literally seen everything from booze barrels to book printing to a Gelato Cafe). None of these were made, designed, or even thought of by the GM. All of these were players just choosing to engage on something and doing it. All the GM was responsible for was enabling reasonable engagement and facilitating the environment within which the players make their own fun.
I struggled to find a play group, so I just got the books and recruited my wife, my brother, my best friend and another couple friends of mine. I am talented at creating a world, so I just homebrewed my own by starting small with a village and built the nation around it, then the empire, then the neighboring nation using the DM guide and the World Building Periodic Table (thanks reddit) and then looked at real world places for inspiration to expand. Now I have a total of three nations fairly well fleshed out with landscapes, cities and villages and fortresses and npcs. And we are about 8 sessions into campaign 1, and I'm gathering a second group for another campaign set in a different area.
@@theDMLair I'm the author of Arbiter of Worlds and I wanted to say thank you so much for the shout-out! It's great to know that it resonated with you. I recently started on YT covering topics from the book though I just have like a baby channel with 1000 subscribers!
@@TheArbiterOfWorlds - I recently acquired this book on a previous recommendation of Luke and can't wait to plumb the depths of knowledge contained in this tome. I've heard good things about it from several people. I didn't know you had a YT channel. I'll have to check it out.
I know of the book, seen it and heard of it, but never read if. I actually really like reading anything that helps me improve my DMing from storytelling to advice and tips to rules changes. I’ll have to fetch myself a copy.
No. 15. Amen. As an ordained minister, people often turn to me for advice, but I am not a therapist either. If it seems like something requiring therapy, I refer them to the appropriate professional. This is doubly good advice for the average Joe running a game. I can't imagine anybody asking for therapy from a DM. I have a character that needs therapy, but it does not explore my personal issues, so much as allows me to explore the world through the eyes of somebody who has issues.
One of the best changes I have made to my DMing is allowing players to be as involved with creating whatever as they want to be. Mostly I have found you get some great ideas that you know at least one person is probably gonna like, and players don't really want to be totally spoiled, so you still have plenty of room for surprises.
Yes! Very yes. When a player wants to do or be something the GM hadn't 'planned' into their world, it always feels so good to hear "Let's figure out how that works into things." rather than "No, that doesn't exist in my setting!" Unusual/exotic races or classes are a very common thing for this kind of reaction - You want to be a Ninja in a non-oriental-themed game, or world without an oriental-themed region? Well, how would that work? What does being a Ninja mean in this world? What is it about being a Ninja that you are looking to focus on that we can anchor somewhere and provide some connective tissue so that you're a part of things - or maybe it's the kind of game where something from 'outside' the setting can end up within it for unusual reasons, creating fascinating fish-out-of-water scenarios (like the time I got to play a Warforged Artificer in a Forgotten Realms game (D&D3.5)).
On the subject of preparation - I find that a far superior method to detail prep is frameworking. Get a sturdy framework in place, and you can pretty much extrapolate *anything* on the fly as needed. Sure, you need to elaborate on a few things in advance, but if you've got enough "fill-in-the-blanks" pieces ready, you can essentially madlib your way through the whole worldbuilding even as you play.
On the subject of 'knowing the rules', I generally agree, and have only one thing to add: You don't need to know all the rules. You *should* make an effort to know *of* the rules. One of the more annoying things I have come across is when a GM makes a knee-jerk ruling on something that does, in fact, have an easily look-up-able rule that would not have bogged anything down, solely because they *thought* there wasn't a rule for it already, or that it would be too complicated to look up. "I don't know what the rule is, but I know there is a rule about it." is a good place to be in - the ability to use a body of reference material (like a stack of gaming books) to find a relevant piece of information efficiently is a valuable skill, and one that is worth cultivating in life as well as in gaming. This sort of thing irks me a lot when it comes up because, in general, once the GM *has* made the 'spot ruling', they no longer want to hear about it, even after the session. During the session, y'know, fine - "I made my ruling, we are moving on" is a thing, I get that. But so many times a GM will not revisit those rulings after the fact to be aware of the actual rules next time. This sort of thing is how games with lists of bad house-rules start, and nobody wants to deal with that. The situation is double-annoying when the rule is something that I, as a player of a character who makes use of a given rule, depend on for my character to function properly, and thus something that I, as a player, made the effort to know the rules of well in advance, but which the DM, for whatever reason, has decided that they are going to make a 'spot ruling' rather than listen to the player that actually took the time to look this up ahead of time before attempting the thing in the first place and who is NOT TRYING TO TRICK YOU, I AM TRYING TO HELP YOU. >.< Yes, this is a pet-peeve.
The dice fudging argument always makes me laugh. My player's dwarf paladin was crit four times in a row by a 1/2 CR bird. First two crits I allowed, but the third and fourth I fudged out because he would have literally engaged this bird as a Lv.5 paladin, landed nothing, and been crit three times in a row straight to dead. Not gonna do my player like that, lol.
let the paladin get knocked down. fudging dice takes away the threat of a real challenge. the pally is not dead but making death saves and giving his party members a chance to get them back up.
@@jessesellers9346 I understand your perspective, but this fight was not something pivotal. It wasn't big stakes. Not every single fight should be life or death; some are thematic for the sake of it. To throw the full consequence at everything for the sake of being mechanically correct is bad GMing in my eyes.
Contents: 0:23 #1 A Game Master Should Have A Fully Realized And Prepared Game World For The Players To Explore Before The Campaign Begins 2:43 #2 A Game Master Has To Be A Player First 9:05 #3 A Game Master Should Never Let The Players In On Their Plans 10:36 #4 A Game Master Must Know All The Rules Including Player Character Abilities 15:36 #5 A Good Game Master Is An Impartial Adjudicator Of The Rules That Should Never Fudge Or Adjust In The Players' Favor 19:01 #6 The Game Master Needs To Buy Everything 20:36 #7 It's The Game Master's Responsibility To Ensure That The Players Have Fun 22:14 #8 A Game Master Is A Storyteller 23:15 #9 A Good DM Never Says "No" 25:06 #10 A Game Master Has To Be A Performer 26:31 #11 The Game Master Is In Competition With The Players And Should Try to "Win" 28:23 #12 The GM Can Do Anything They Want 29:12 #13 The Game Master Can Change The Rules At Any Time 30:28 #14 You Should Be More Like (Insert Name Of Famous Game Master) 32:51 #15 A Game Master Is A Therapist
The positive of watching a professional actual play, particularly critical role, is it really taught me how to role play within the game. It’s no surprise their approach appeals to me as an improv entertainer and an actor, so our games actually really look like that too (just cheaper because we poor). I’ve absolutely been at tables where that isn’t the case though, and people seemed to struggle with how to engage in that way. Watching people good at it can really help.
Thats not roleplay though, thats acting. It is not required to roleplay. You can perform a role of a character just fine without the additional theatrics that scare many people off. That is why people recommend against using CR as an example, it isn't realistic. Doing what the character would do over what you would personally want to do(ideally they somewhat align to make it easier) is roleplaying, interacting with the story in a way that creates exciting events and developments is roleplaying. Putting on a voice is just extra stuff on top.
See, you're taking what I said and projecting your understanding on top of it as if it is fact. Nowhere did I say I learned how to add a voice from them (I'm good at that on my own). What have I learned from them that IS roleplay and NOT acting? - How to think about character relationships and wants outside of sessions, so that I feel more prepared and can engage with other players. - By seeing the way they interact with the world, it expanded my unfamiliar ttrpg brain and gave me new ideas. - The flavor and description in combat, especially Liam, encouraged me to flesh out what I'd like to do, realizing the players have just as much descriptive potential as the DM to illustrate the world. - They demonstrated how to take poor circumstances and allow that to push characters/story forward, rather than get frustrated they failed. I could keep going, but all of that enhances my ability to roleplay within the game, and it's not just "putting on a voice". The ability to act simply makes the roleplay better and more immersive, which can be unobtainable for some because many are just bad at it. However, my group happens to be rather good at it, with most coming from a theatrical background, which is why I said their approach appeals to me. BECAUSE of the depth of their characters, the thought behind their motivations, the intention Matt gives NPC's, and the way they build with each other and the world. Also the voices are fun, but not necessary. So, why are you coming at me and mansplaining? @@luminous3558
It doesn't matter what you prep, the players WILL do something you never anticipated. Last week, first session of the new campaign, my level 1 players wanted to ambush the BBEG that they are definitely not ready to take on, even if they surprise him.
There are too many GM/DM myths, most of them are completely false but unfortunately most new players don't realize this. But fortunately there are so many dedicated channels like yours that help educate players and GM/DMs alike, keep up the good work and have fun. =^_^= Edit: Tirade. Pronounced Tie-Raid. You're welcome. =^_^= Edit 2: Bending the rules is what we do. lol Edit 3: You pronounced erroneously fine, sorry for all the edits. Watched in short bursts due to IRL stuff. Anyways, have fun and keep being awesome. =^_^=
You are correct in that most Actual Play recordings are not as raw as we'd like to believe. They exist to entertain - which is fine, I listen to plenty! - but that is the primary goal. I have yet to hear an Actual Play where there's a TPK. Character death at all is rare, as is any kind of failure, really. The players always eventually succeed.
In regards to the "GM is the Storyteller" thing, I always liked to put it this way: "GM's World, Player's Story". The Game Master gives the hook, the setting, the _what, where, and why._ But the Players decide the _who, when, and how._ Because of this - the GM can set up the heist to steal the Crown of the Dragon King from its vault, but it's the players who decide if the crew running the heist is going to be the IMF, the Mystery Gang, or The Three Stooges. At the end of the day - as you said - it's both coming together that's important, because a world without a story is just set dressing and lore, and a story without a world is inconsequential and meaningless.
Was talking to someone about DnD and how much money I had spent on my campaign versus how much money I had spent on knitting and other video games. The guy actually said "But DnD is free". I showed him my roll 20 purchase history and asked if that number well into the hundreds looked free to them. That's just digital too. It's a whole new ball game when you're looking at terrain and mini's etc
I sympathize with you, Luke. I too have suffered so that I could become a better Game Master. I absolutely learned the wrong way to run a game, found out it was the wrong way to run the game, took notes on what NOT to do, but in the end I overcompensated and sabotaged my own campaign and group. It would take years before I finally learned how to stop myself halfway because I was now a problem GM. I once had it explained to me that the more "theatrical" style of Action Plays aren't real games, but what would equate to watching porn and thinking that's how sex IRL works. Much like how "reality TV" is not actual reality. You have to have some suspension of disbelief. I've definitely been there while seeing an older player throw a temper tantrum like a 2-year old because "no" was said, pouting because "you don't let me do anything fun. Why do I even bother?" To be fair, regarding the "you should be more like (insert name) Game Master", if you're a horrible GM tyrant, who cackles and laughs at your players as you consistently produce TPKs at the table, who then mocks the players as you watch them roll up their third character in two months, maybe you should at least consider what (insert name) Game Master does because that Game Master is revered and makes the players at THAT table happy. Consider it a compromise. However, if you're actually competent, then no, do your own thing. As you said, "fun" is key.
My first response to a player who wants to know if they can use an ability to do something is "what does the ability say?" If you have a trustworthy group (which you should, or why are you playing) then it becomes super easy to let them know and judge their own character's ability. As for the DM buying everything, I do buy everything that I'm going to use. I will have all the books, a supply of minis because I'll need them, and a multitude of dice. If the players don't have a mini they can pick one to use and players can pass around the books. If they want to take it home or have a specific mini, then they get to buy their own, and we do.
I started DMing about 1979 or 1980. I mapped out most of the surrounding world and did high level design of nations and reachable continents and continued to add to it for 40 years. Most of our house rules were later codified in later editions. Even today I still tweak my world when I have an idea but I almost never get to play. My eyes are failing me and 5 of the 7 players have passed away. 😧
For your "watch a real game" bit, it's perfect for analogies. Don't watch professional sports, they're playing for show. Watch friends playing it because they're doing it for fun
The first time I played D&D was on a dungeon expansion kit for AD&D. We took turns running the presentation characters against the same set of monsters over and over, taking turns being DM (setting up the dungeon layout and monsters) and players (running the pregen party through the dungeon to get the treasure, not to beat all the monsters every time) while I don't remember if I was a DM first, I do know that I really enjoyed it. Seeing your friends succeed over all the time and bullshit you throw at them and everyone cheers success and feels bad when a player doesn't accomplish what they want. D&D to me is just a cool fun time with your friends, using imagination and hanging out and having fun. You want to play for people to watch you play? Cool. You just want to run Phandelver? Cool. We all play how we want, and we're all having fun and nobody is doing it the exact same way as anybody else.
This is a great list. I’m tired of all the generic bad advice online. It bleeds into the players and they feel like the GM is not doing it right when they could be doing a good job. I like watching Dungeon Musings because their gameplay is so amazingly typical of how it actually goes.
I fully agree with point 2. Sometimes, there is nobody in your life that is playing TTRPGs. How are you supposed to get started then? You start as a GM and make your own fricking group, that's how. I started as a GM and have been a happy forever GM ever since.
I actually really appreciate your last point. One of my earliest games that I ran for my friends had a problem player that stayed in the game for years. Everybody in the game was either uncomfortable with talking to him about his behavior or shrugged it off because any time it was brought up he would argue "I'm autistic, so I can't help it. I can't read social cues." He would interrupt people, talk over them, completely ignore their suggestions, argue with me and our other DM constantly about getting feats or magical equipment for free because "My character should have it", and just generally made the experience unfun for everyone. It got to a point where I just didn't want to DM anymore because it was exhausting, but I felt like I couldn't kick the player because I didn't want to 'punish' him for being on the spectrum and he would tell us that we were the only folks who would play with him. We were a primary outlet for him and that was important to him. Yet he also wouldn't respect any other player at our table even after numerous conversations I and my other friend would have with him. Eventually, we had to make the choice to either cut him or cut the game because the other players weren't having fun either. We ended up doing both and made a completely new game without him, and I told him that it just wasn't working out. I felt horrible and guilty for a very long time because I saw it as kicking out a player for being on the autism spectrum and removing something that he relied on. In a sense, we had become something of a therapist for him. So hearing you talk about that and say that it's okay to NOT be that for one of your players is very validating. Thanks for that.
As an autistic person, that infuriates me. Not the letting him go part, his use of his neurology as a Get Out of Consequences Free Card. It's hard enough as it is without people like him handing people free ammunition to stigmatise and belittle us. Autistic doesn't mean stupid and it doesn't mean incapable of learning better. It simply means needing things to be actually told because we can't learn social stuff by osmosis, or witchcraft, *shrug* however it is allistic people do it. If something's a problem, just tell us; even if it's blatantly obvious to your brain, it isn't necessarily to ours. We are literally wired differently. Don't talk about how we 'should' know things and refuse to be clear with us because we 'should' know it. Which is more important, making things better for the game (and life) by helping us understand or moralising about how you think we should understand it? Most of us are not arseholes and just want to play the game with our friends. This isn't intended as a rant at you, BTW, but more of a vent because I get so tired of hearing this same thing.
@@BlueTressym No worries, and thanks for sharing your thoughts! We actually have at least two other folks on the autism spectrum in our group so, yeah, him using that as his reasoning for being rude and unwilling to listen or work at being less so felt especially unfair.
I don’t agree on the prep point. For some people 100% percent, but others thrive when they prep less as it leaves room for improv that they excel at. I think this one is extremely personal to the dm and their style so it should more be just do what you find success with and don’t be afraid to experiment. If you find you need lots of prep then do it and enjoy it. If you find prep hampers your creativity or often isn’t useful to running the game then prep less.
I suspect we're close in age. Graduated high school in 2003 And while Seth skorkowski doesn't do dnd specific advice he's a fantastic 2 time ennie winner for his channel
@@princesskanuta3495 Ennie. It's a yearly ttrpg award, focuses on games, materials, aids, systems, Hell even lore books and like non game stuff like dice.
Rule 11 is easily the most egregious item on this list. DMs with the mentality that they need to "win" in combat aren't in it for the right reasons and should just be a player instead. It just opens the door for ego, bad fudging and DM fiat bullcrap to always keep the odds in your favor. You're just using the game as your own personal playground with a captive audience. If you want encounters to be hard with a higher chance of death or have an encounter the players weren't meant to win through fighting alone, thats perfectly fine but you can't get salty when the players win. If you want a game where the protagonists always loose, just write a novel instead and don't waste people's time.
I totally agree with all 15 though when you first listed each one I was worried. It wasn't until you clarified what you meant that i understood. I have been playing since the 80's and I think there is something you missed a #16 Be a Rules and Game gronard.... I am always learning new tips and tricks I'm lucky most of my group are other gm's and we round robin and we always discuss rules tips and tricks....I have seen and heard people only play this rules set and that play style and they get into a rut without learning and expanding their knowledge. I know i will never be perfect but I get better, and so do my friends.
I think there is a bit too much pushback against the GM being a storyteller. The final story is the result of the interaction of the world's events with how the characters influence it. But without the GM coming up with a story idea, there's likely no game. The players should have a huge influence on the outcome of events but my NPCs were going to do whatever it was they were going to do with or without the players there. Without the players, you'd just be writing a novel. But with the players you are still telling a story. Its up to the GM to narrate what's happening.
A GM "wins" if, by the end of the session, they and all of the other players had fun and none of the GM's books or other game items were lost, torn or broken, had food or drink spilled on them, or were otherwise compromised.
I agree mostly. the caveat is that a GM cannot guarantee everyone has fun. Even amazing GMs have players who don't enjoy their games. And players contribute to the fun factor a lot, too. Put a crappy player, for instance one who loves to argue or cause drama, in a great game, and fun will suffer greatly.
One thing I've learned that makes the games infinitely more enjoyable? The players will want to do things you didn't anticipate or prep - cherish those moments, take what they give you, and run with it. Did I expect the wizard of the party to decide he's too posh to ride a horse and instead blow several spell-scrolls worth of gold on a fancy carriage? No. Was there a wainwright in the town they were in? Not that I'd prepared. But you know what? Once the player asked for a carriage, there was a wainwright who just so happened to have a really nice carriage for sale. A player asking for something reasonable that you don't happen to have prepared is a godsend! It's a gift of information that tells you exactly what that player wants to see in the world. So put it in the world. Let the wizard have his carriage and see where that takes you. Maybe he's gonna want to upgrade that carriage in some specific way, giving you a hook for an adventure to find the materials or people who can do it. That then lets you worldbuild interesting places and NPCs. Need a way to make the player hate a villain on a personal level? Villain burns the carriage (don't do that too often, or the players will be sus of everything you give them). You could just as easily say "No, there is no carriage," and move on with the session. But you'll never know what shenanigans you missed out on by denying that.
As a DM, my major struggles are getting too into my creations and encounters and also having too many ideas just mashing together and being disorganized. So to help me get things from my head to the paper I do bullet points of events, I build a skeleton. Then I use my players to help me flesh the world out and I come up with things on a whim while they explore. They don’t know that everything is essentially blank and all I have prepared are a handful of encounters and a rough idea of the setting and a list of names. They’ll ask, “what do I see when I climb the tree?” “Ugh… before you lies a vast sea of green. Trees as far as the eye can see before crashing into a distant mountain range. But what you hear is high pitched screech and turn towards the direction of the sun to see a griffon swooping towards you. Make a dexterity saving throw.” In my experience, the most important thing I have learned in my limited experience is to keep the game moving and to keep them involved. If I can’t find the rules I need, I let them know and look it up later. If I need a minute to look something up, I’ll let them know. Keep the gaming flowing and improvise on the spot.
I bounce certain parts of my game or proposed mechanics with my PC's and do it without spoilers. It's great and gives them a vested interest, plus most are DM's and respect it. Really helps!
Those people that want to use their characters as a way to work through trauma or other issues, I understand where they are coming from. I think if done right it can be very beneficial, but it only works if the player can remember that it is still a game and if they can communicate honestly with their GM and group about it. I think that it comes down to, for this and pretty much anything else, expectation and communication. If you expect things to go exactly your way - as a GM or as a player - and you aren't ready or willing to communicate and adapt, things are going to be bad.
I am lucky enough to have a group that almost know nothing of the TTRPG and the myths around it prior to our game. No expectations on their side and we are running great 😊
I don’t necessarily believe the “need to be a player first” thing. For me I chose that path because I know I’m more of learner from being thrown in and learning intuitively the context rather than trying to make decisions based on just what I read. After playing on the player’s side I feel more confident about the general idea of each class (I slowly worked my way through them). What’s more, I joined many tables with many different dm’s who all had different styles and different emphasis on different parts. I saw both good and bad and learned different tools they used. I feel this also greatly helped me learn more of how I work and how the game in general is understood to be played. And then I also just enjoy researching the known lore. I didn’t need to, no. But I’m a nerd for anthropology and particularly of cultures and myths, legends, etc. I was always going to be interested in learning the lore that older players have absorbed from their many years and editions of play. It’s interesting to me. So yeah, maybe some of these busted “rules” are ones I seem to indulge in, but it isn’t because I believe in them. It’s more because I feel some of the paths have led to me feeling more comfortable and confident in running a game. For now I have not yet but it’s more because I haven’t come up with a basic outline I’m interested in running. For now I collaborate with friends who do dm and help them come up with mini hooks and adventures for their players and also discuss plots and foreshadowing etc, with my own dms. I feel I will eventually hit in a story that I want to tell and then gather a group and see what they think and how they want to tell a story, but yeah, I think I have time until then. I’m in no rush. My brother has been poking me lately for advice on a basic story outline with hooks for his players (brother is a newbie dm) which I’ve been happy to assist with and that’s been nice. As for why I’m prodded for this advice, I think it’s because I’m generally a good writer for stories and know how to choose plot hooks that are beyond enticing to particular players, especially any that I know (my brother’s childhood friend who plays in his game can spot a mile away a hook I invented and always levels a playful glare at my brother for it before he bites, because he hates falling for my tricks and hates that I understand him so well, but can’t resist). Anyway so yeah, I’m in no rush yet to switch to dm side of the screen but I’m getting there. At this point what is stopping me is lack of a story I feel like telling or even starting to tell and none of the modules have sparked my interest enough to try out either. And I know I won’t commit if I don’t have the initial spark of interest. Ah well.
Spot on about the difference between actual play v. entertainment show. A good exception I’ve found is the group over at Glass Cannon Network. They seem to have found the balance between the two.
I am just now coming back to gaming after divorcing my game master 14 years ago, and I'm binge watching your content right now. Thank you for helping me get back into this hobby I enjoyed for 15-20 years. I'm running my kids and my husband and I want to be a great DM, and you've given me so much to think about (beyond just making the shift from 3.5 to 5E).
I will never say you HAVE to be a player first. However, I did have someone come in and tell me they were gonna run DnD, they had never played before, and then the next day told me it was too overwhelming trying to be a DM and learn all the rules with no prior experience. I think it definitely helps folks (myself included) to be a player first with a DM that knows what they are doing. Its person to person for sure, but I and this other person most likely benefit more by playing first and then running a game.
The word you are looking for that’s not quite an actual play show is a Narrative play show, see Taylor Moore’s comments on worlds beyond number for more. The gameplay supports narrative not the other way around. Why else would you hire great writers and actors unless you were making a product to entertain and not to inform.
Should have done a Life/ D&D Crossover with your brother. " I got to college and have 2 kids, but then train them to be wizards and go to the 9th level of Hell and defeat Asmodeus.
Mentioning and endorsing other GMs is a pro-move. It unites the community, enriches it with multiple points of view (example, homebrewer\oldschool dm\5e enjoyer\alternatives' endorser). It would be cool to see you in the videos on the other channels, just saying
"Their primary purpose is to entertain the viewers." ...ABSOLUTELY! I began listening to The Adventure Zone on a req from a friend as I was LITERALLY picking up DMing for the FIRST TIME (with minimal player experience). Fortunately, I had a player who was a life-long adventurer and helped guide me in various rules and mechanics. As I continued to listen to this podcast I would begin shouting at the DM because he wasn't following any of the proper rules. A game that holds players to a rule-following standard is much more helpful.
The easiest way to look up rules for 5th edition is to just Google the rule instead of referencing the book. On a separate note, don't 'balance" your encounters, just use what sounds cool or makes sense for the scenario. Just because they won't be able to beat it in a conventional fight does not mean they can not still defeat it and/or win the day. They can also flee and comeback better prepared provided they have the time. Besides, it is far more satisfying to face an enemy that is beyond your ability to fight and then watch your character gradually be able to kick that creatures ass. This is also why you should continue to use the low level enemies no matter how strong the party is.
Check out the Dungeon Dudes and Seth Skorkowsky, both are very good. Seth is actually one of my favorites. Also check out, RPG PHD, XP to Level 3, Ginny Di, Supergeek Mike, Monarchs Factory, Jay Martin - Play your Role, and Taking 20.
The tip about players buying stuff, I clapped so loud the people around me were looking for thunder. I asked people if they wanted to start a money jar. Each game we pitch in $1-5. Then after a month we decide what we'd like to buy if anything. Everyone thought I was crazy. "Like aren't you suppose to buy that?"
It's a production, not a game (when talking about the professionals). I get what you mean. When I started my table, I just told them that I was a first time DM and was looking for them to help me learn. And they have been. Two of my players are actively GM-ing other tables so it's super helpful.
"GM must be a player first" is the funniest thing. Imagine guys who are just about to start playing: - Hey guys! Let's try TTPRGS? - Sure! I'll be a GM. - But wait! GM should have been a player first! - Hmm... Did anybody ever play before? - ... - But how we can start playing, if we need a GM, but nobody have played and so can't be a GM? - Well. I guess we never will!
"Never let the players in on their plans" Totally agree. I was running a Cyberpunk RED game and focused on setting up problems for the players to overcome and literally asked them how they wanted to tackle them. Player investment was at a max because I never had to tell them what they are doing. I was able to focus on how the facilitate their plans and plan great NPC interactions and encounters instead of holding their hands.
As a character in my son's campaign, there are times that I ask him or other characters to make a check for what I'm about to do... Not often enough to feel like I'm taking over, but in the process of attempting something that I don't use often. It's a hint at the rules for him to reference. I've 40+ years experience and he's on his 2nd year. If he ever pushes back, I'll stop. 2nd point: I like story FACILITATER instead of teller.
Having DM'd for players who learned to play by watching a show based loosely on playing D&D, I can't describe how frustrating it was to ask the players, what do you do?, to only have them start an entertaining monologue, but never make any decisions, so the story never progressed and languished, while all the players did was make character monologues, but never any decisions.
Regarding buying everything - I bring dice, minis, printed battlemaps, etc. Players pay for gaming space (if we're playing in some club) and for snacks. Seems fair.
That second rule is reassuring. This is the first time I've ever played DnD and I'm the DM because the one experienced player (put of the 4 of us) didn't want to do it. We've had 2 sessions by now, not including the character creation and intro. I guess it's going well but I don't have a very good metric to judge it by.
I have been running games since 1990, and for the most part I have in the past bought everything, for the most part my players have bought the following: players handbooks, minis, and dice, however since 2016 I have had groups that will help with making copies, purchasing minis for us to use and just gifting them to me and the same can be said on books I wanted but didn't have the funds to do so and most recently a couple of players rebought books that I had but were in poor condition, I will reward them with a few extra xp, but they never expect it, I do it to show my appreciation and they never take advantage, I currently run 3 separate groups all in the same world and all 3 groups are great. Also, thank you for stating that as game masters we are a form of storytellers but not completely, which I whole heartedly agree.
Thank you! I generally suck at thumbnails, IMO, but I'm trying to get better. Thumbnails and titles are the biggest thing I'm working on improving right now.
As someone who specializes in Sandbox style games, the first myth is not really a myth but rather good advice for something specialized given improperly. You should have a prepared game world BUT ONLY if you're planning to run a Sandbox style game. Even then it's not something you HAVE to do; it's still something you SHOULD do. This is because a game like this flows based on decisions made by the players and the domino effect that those decisions cause. For the domino effect to happen and the campaign to begin rolling, you would need the pieces in place first. You don't need every country or every festival. Decide how big the boundaries of the game world is; Place the most important locations in said world; decide the major events/machinations that are going on in the game world and in major town. From there you can build out based on Player Decision. Like if you decide "This town is ruled by the mafia" then if the PCs start or visit that town, you can create quests based on that. That way, when the players start in a tavern or whatever, you can decide the shady guy is a mufia boss or something, waiting for a drug deal. If the town theme is "Warewolves and snow" the shady guy is a warewolf or maybe a warewolf hunter. So yeah, Myth 1 can be good advice but it's definitely not for all types of games.
As a newish DM, I'm learning to literally ask my players (esp. on longer campaigns), "What is the goal of your character? Are there things that they would like to accomplish? Why are they adventuring?" Example: I have a PC who is literally in search of an artifact called "the Golden Fleece" to raise a dead mother and heal her insanity.... So here and there this PC will ask NPC's what do they know about it, etc. etc. Many reply back with its just a myth, but once in a while one of the key NPC will say something like "I've heard rumors that the Goblin's in the underdark near xxxx were the holders of this item... Thought I don't know if it's true or not. If you can do x, y, and z for me, then I'll give you a generalized idea of how to get there or who to look for to get more information." Another Rogue/Warlock PC wants to start an orphanage for children and teach them to spy around towns and such. They are currently lvl5 and in the middle of an enemy attack after rescuing 45+ townsfolk who were captures. So once they complete this area and get most of the folks back to town, then there will be orphans from the folks who couldn't be saved. Thus starting the orphanage angle. I find that this is probably one of the easiest ways to go through campaign content and develop a reason why they should do the task instead of just skipping it. We're playing a long campaign (0-15 of straight quest, closer to 20 with side stuff) and this would end up being later end game materials, but still it shows some character development along with tying the PC's story in with the campaign story.
33:45 I tried that, and let me tell you, it sounded good on paper, it looked good at the start, but it caused me to experience doubts in things I thought I had already dealt with, and has made some of the campaigns I enjoyed become sour at some points, because I created characters with flaws I had in the past, and some traumas that they came with, and it's not good. It can be done, I don't deny it, but being honest, when I did it, it left me quite vulnerable, and in some circunstances, it hurt like hell, because at points, my characters were dealing with the same trauma I dealt, and forced me to experience it again.
Did a icewind dale session today, killed off a player (who wanted to change character) so fit it into the lore. Then had a hard fight with some grub/worm that was within this player. After that the players are pretty much out of resources, have exhaustion.. and are not full HP. They get attacked by a duergar (at the outpost) that went stealth after hearing the players walk into the ravine singing and shouting (yes.. echo's and things gave them away for sure). After the session i wanted to plan a session sooner than 1 week away cause "i tasted blood so lets keep on going ! :D " Then one of the players tells me "we are playing a game together, you shouldn't focus on murdering us" So me : "if i wanted to murder you i could've done it plenty of times today " I feel like he actually meant what he said btw, he's been telling me other times that i should be on their side. So i keep telling him, the amount of times i adjusted monsters and dice rolls to save you guys after making super wrong/weird decisions.. (they are new, just like me btw, played about 16 sessions total with them)
I learned at the starting city of Sean. Mostly the couple of districts that the first session was focused on. And the ones that they had to pass through to get between them. I learned the names of the other nations and their attitudes towards Breland. That was it. In my homebrew world I started with a logging town and one magical cave.
@11:10 I'm a forever PF2E GM since its release. I next to never read the character creation part since I read it the first time. I'll dig in the details of some rules interactions and whatnots for my players when they ask for it, but the pact is: I don't have to read and memorize your characters mechanics, I trust you. I'll know the intricacies of some classes and feats when I'll get to play it. And meanwhile I'm doing my damn best to make a good campaign.
#1 Im doing just that, have been for the past 3 years and still havent actually non-solo DM'd a game yet because I still dont trust myself to actually be a fun DM and Ive found that I actually enjoy world building maybe even more so than actually playing
I personally really don't like dice fudging as a DM, it feels very wrong for me. However, there are a few very strict scenarios where I'll use it. 1. Boss enemies don't whiff their first attack in combat. It's hard to solidify how formidable the enemy who has been built up over multiple sessions is if the first thing they do is miss spectacularly. 2. It's a random encounter and a PC is about to die. I like to have games be more narratively focused with my players being able to fall in love with their characters. I'm sure as heck not letting a PC break their player's heart by going down to some schmuck in the woods before they've even been able to explore said character.
I have a BA in psychology (not enough training to be useful, just enough to get into trouble), my first group was almost entirely managing the emotions of one particular player. She straight up called our games her weekly therapy session, and it was utterly exhausting, and frankly bad for both of us. The desire to love and support people is admirable, but unless you're a therapist actively using D&D for therapy, do not get suckered into this. It's bad for everyone involved and not nearly as helpful as you think.
I keep the villain and main questline secret from my players of course. But I let my players in on a lot of other aspects especially when it comes to their characters. They can create their own weapons and abilities (within reason) and we work together to help their characters have enjoyable arcs.
As a licensed therapist AND a certified therapeutic game master, yes, get therapy through your therapist. When the GM is not trained in making the game therapeutic in scope you run the risk of no change in the issue or it getting worse. Additionally, without the safeties in place for a therapeutic group or doing 1 on 1 duet games with the therapist, you run the risk of harming others at the table. If you are looking for a certified therapeutic game master, many therapeutic GM training programs list their graduates on their website, you may find one in your area, or one that works online like through Roll 20 or Foundry, etc.
#1 is so true. I've had a DM quit because he couldn't get the world just right so he stopped playing. He was never satisfied. #2 is relevant to me. I was a player first. When I DM I make sure not to do all the things I hated certain DMs did that made the game not fun. I wasn't perfect when I first started, but I got better. #4 I've had online debates with people who resent having to look up rules during a game. They claim it breaks immersion, They want to make everything up at the moment it happens instead of having the rules tell them what to do. I disagree with them. I like having the rules to help figure things out, but they exist. #5 I learned the value of Legendary Actions. They do make solo fights more fun. Just last Sunday I gave an Archmage solo enemy Legendary Actions of casting Cantrips. The party still killed him in about three rounds as expected, but it was more dangerous and interesting. They didn't complain out of character, just lamented in character the damage they suffered and took a short rest to heal. No biggie. #7 was a hard lesson for me to learn. I can admit to making errors in my early DMing years. I know I improved, but I had to force myself to take a leap of faith to try DMing again. I had to accept the problem is not me, not even the players. We just didn't fit. After taking that leap of faith and trying again I've been DMing for 5 or 6 years now steadily. Obligatory yelling at Luke: Not a fan of the shirt.
got into the game with nobody else interested around me. had to do some convincing. my first "campaign" was fun, but a hot mess. nobody knew any better though. Over time i DM more, learn and figure it out. Finally for the chance to play with a more experienced DM. Took what i liked, threw out what i didnt. Now i run campaigns to pretty good success. was fun the entire time. Still the only time i got to play. Wife will attempt Dming within the month. Godspeed to her. also videos like this have helped, so yea, thanks.
One of my favorite Brennan Lee Mulligan quotes is "I'm all the bad guys." Another of them is "Hell yeah." Those are seemingly opposites: Enjoying torturing the players, but also celebrating when they do something awesome. Why? Because the players enjoy things more when they have an enemy to root against
About the GM vs Players myth, I think these games are kind of like Hangman. It's not a game where you have one party competing against another; you have one party providing a challenge for another. There's a video called "Hangman is a Weird Game" or something that goes into more detail. That's probably closer to the idea is than comparing it to war games, even if it came from there. Yes, the GM is responsible for everyone having fun. And that goes for everyone else too. It's a cooperative game, so it's a cooperative responsibility. If you think the GM has to perform as well as Matt Mercer, you have to perform like Laura Bailey. Speaking of that group, where would you rank them on the show vs real game spectrum? I've heard a lot of ideas from "it's all scripted" to "the game itself is real".
0:30 I recently made my world, and all that's on paper are the country my players are in, it's regions, it's most important cities and cities that are important to the characters. Like that, I never run out of space when I need a new city or a reason why 4 Monsterbooks fit into one world.
Yeah me too... got whole continent with some history and cultures. Had little of worlbuilding fever. But one must stop at some point, you can create overview of the world, but only with little of details. And then just you cannot do any real local worldbuilding expcept for the game you gonna play.
Number 1 described nine to ten years of my life, when I couldn't find anyone to play. I still have the maps, and notes, somewhere, but never ran it. I'm going to tell people to sit on traffic cones, from now on.
On learning all the rules ... when my players create their characters, I make notes about any of their special abilities just so I don't get steamrolled by something. When I set up an encounter, I make sure that I know the rules concerning the things/NPCs in that encounter. You're never going to memorize ALL this stuff, but eventually the important stuff will find space in your brain. As for fudging die rolls; I don't do it. I roll all combat and saving throws in the open. We're playing D&D 5E, so the PCs are pretty hard to kill in the first place, but if it happens, it happens: where's the fun if there's no chance of failure? Also, what's a better end for an adventurer than going down in a blaze of glory or a poignant defeat?
LAST CHANCE: This Thursday, Sept. 7, is the last day to back the Secret Art of Game Mastery and get special Kickstarter-only pricing! www.kickstarter.com/projects/thedmlair/the-secret-art-of-game-mastery?ref=77qgbg
thank you luke, love your videos.
hi Luke. you are awesome and the video was amazing as usual
Does undermining what your people tell you to do, work for you?
I mean that whole "idk, just doing cause i was forced..." kind of deal =P
i pretend to be ready for anything
Collaboration with the players can help so much. It’s one of the FIRST things I learned as a rookie DM. I find getting the players excited gets them more invested and involved
This. I've never understood why people call it metagaming or bad or whatever. If I'm ever unsure of what adventure the players will want to go on next, I'll literally just ask them. Like "hey, what do you guys want to do next so that I can prepare it." Also for their characters, especially when they bring in a new one, it's usually "cool, so this is where things are at, here are some options to bring them in quickly, what do you think? Do you have a different idea?"
Every time I have involved a player, it has been awesome
Depending on the game, it's more or less essential. Blades in the Dark is like that. Players get a lot more interested in an NPC if it's one they invented themselves during a flashback.
As a musician, i've learned that "you need to know the rules before you can break them". Knowing how the mechanics works allows you to make necessary adjustments on the fly. It's okay to break the rules in order to make the situation fun for everyone.
This. Always this.
So many times in games I see GMs want to house-rule something, change how something works entirely, 'just because' - maybe they don't feel like looking it up so they decide to make their own rule; maybe they're upset that a player found something powerful they could do using the existing rules and want to change that rule to stop them; maybe some other thing. But nine times of ten, it goes horribly, because the GM didn't actually take the time to understand the original rule, what it originally did and why, and how it interacted with other things, let alone what their new proposed house-rule would enable to prevent in its place, and it brings the whole experience down, because rather than be a 'cool new thing' that players want to interact with, it just ends up being a red flag that players want to avoid because it doesn't actually work properly.
So, TTRPGs are jazz.
This. I’m a mechanics nerd and a rules lawyer… so that when I change or break a rule it’s done with purpose.
Martial arts, same rule. GM'ing is a bit like Judo
For me, I am a Convention Breaker. Just because we used to do X doesnt mean it set in Law for all time.
I dislike how I ask my friend Armor Class, he just surrenders but I can do all the math for a Fallout 2 style hit system in 1 min.
In regards to number 4 my policy is that it’s my players job to remember their abilities whatever they may be, I’ll read them over usually a few times but if the players want them to be used they gotta call it out
That’s helpful.
I’ll ask my players if their are abilities or skills they want to use. If I know they have something beneficial, I’ll ask more than once. Ultimately, it’s up to my players to be aware of what they can do.
A footnote to this - if a player has passive abilities that only work if the GM is aware they exist and provides relevant information/experiences based on them, then you as a player *need* to make a short list of those abilities and make sure your GM is aware of them and how they work. This is particularly common with exotic senses (like Scent or See In Darkness) or detection abilities (The rogue talent 'Trap Sense' comes to mind - the GM has to roll *your* Perception when you come within 10' of a Trap. You won't know when this is happening, by definition, and the GM has a lot to keep track of, so you need to remind them you have this, or it will never ever work). If you as a player have an ability that applies a condition or penalty to an enemy creature, *make sure you have an explanation for that ready* for the GM so that they know what it does - nothing is more annoying to the player of a 'mezzer' style character than finding out their GM regularly 'forgets' or otherwise ignores their debuffs (particularly if the GM is doing the 'making up numbers' thing for a monster to begin with, so their debuffs are *actually* useless). Work out a way with your GM to make sure that your effects on enemies are easy to remember and track so you don't have to be the annoying player who has to constantly remind the GM that "That guy has a -2 to AC." >.>
15. Nuff said. I literally have a document that states (among other things): a game where outcome is determined by random dice rolls is NOT a safe place to explore topics that have the power to inflict real harm. Your GM is likely NOT a licensed therapist, and TTRPGs are not safe spaces to handle real life pain.
Or something to that effect. I create fictional conflict for crying out loud, that's what a setting is. It's the player's job to fix the problems I invent (or ignore them or make them worse, whatever floats their boats) lol
I started a first-timer game for my wife and young (10 and 8) sons. After a couple of sessions, my wife told me she was done because she just wasn't having fun. It happens. I saw it coming. I let her opt out. And now my boys are having more fun because they are making more decisions, more actions per session, etc. And we can play more frequently because my wife's schedule is the most complex out of all of us. Am I sad my wife didn't have fun? Yes. But it's a game first and fun is part of that.
My wife isn't interested in playing but says that she loves listening to the comments and reactions of everyone when we're playing in person.
I've been running multiple D&D games for years, I even used to teach it as part of my job, and must confess I have never actively read the Dungeon Masters Guide. Not the biggest D&D fan but people want to play it so I indulge, but I agree with you that at a certain point of ignoring or making up the rules people should really just admit they don't actually want to play the system they have chosen.
Eh, the D&D Dungeon Master's Guide is actually pretty bad at... Guiding you to be a good Dungeon Master
The DM Guide is a mixed bag, but I think there are some cool things in it. Books of its kind usually have at least a few nuggets that spark my imagination.
@@Max_G4 yeah tbh it’s basically just another book full of tables
I recommend flipping through the DM Guide without an objective, thats how I discover some of my home brew rules are actually RAW 😂😅
I've always interpreted the "GMs are responsible for making sure everyone has fun" to mean that there is an obligation, as the authority, to ensure that every player has an opportunity to engage, and that any detrimental elements that are causing negativity be dealt with. No one can make an entire party always have fun, but all it takes is a few stupid things to ensure that they don't.
Amen. I can't MAKE people have fun, but I can do my best to make sure they aren't bored.
Yeah, the fun isn't the law, it's the goal.
If I keep things interesting and keep them involved, either rolling dice or asking them direct questions, they’ll eventually have fun. Give them moments to do something cool or heroic also helps.
It's still up to the DM to facilitate the fun. To make sure the players are being heard, to make sure the NPCs are engaging and interesting, to make sure the storytelling is immersive, to manage the pace of the game, that's all on the GM.
@@Sun-Tzu- no, that's not how that works. You cannot make someone have fun. You can setup an environment where they can have fun, and then let them choose to engage... but you cannot force someone to enjoy something. The GM is not obligated to have an amazing story and extremely complex npc interactions, though they help, when not every player/party is going to appreciate such things and not all GMs will be capable of such things. The GM is obligated to try and make the game fun, but not to "enforce fun".... or how did you put it? "Facilitate fun".
Especially when you consider the amount of work that goes into being a GM, even just a half decent one, unless you're charging for spots at your table, there is no reason to try and take on even more stress and responsibility for, what should be, a hobby that you enjoy. More than half, by far, of the responsibility of "having fun" is on the player side. I've had more fun as a player where we made our own fun, and seen my players do the same, than I can even remember. Everything from making a game of denying an npc tagging along with the group any confirmed kills(my players made it a game to kill steal from this poor barbarian for over 4 combats and had a blast doing the dumbest crap just to deny a kill), to deciding to go off the rails in an unusual way and start some side business that makes sense, kinda, on a whim(I've literally seen everything from booze barrels to book printing to a Gelato Cafe). None of these were made, designed, or even thought of by the GM. All of these were players just choosing to engage on something and doing it. All the GM was responsible for was enabling reasonable engagement and facilitating the environment within which the players make their own fun.
100% agreed. I have enough of my own problems, I have no business being *anyone's* therapist.
I struggled to find a play group, so I just got the books and recruited my wife, my brother, my best friend and another couple friends of mine. I am talented at creating a world, so I just homebrewed my own by starting small with a village and built the nation around it, then the empire, then the neighboring nation using the DM guide and the World Building Periodic Table (thanks reddit) and then looked at real world places for inspiration to expand. Now I have a total of three nations fairly well fleshed out with landscapes, cities and villages and fortresses and npcs. And we are about 8 sessions into campaign 1, and I'm gathering a second group for another campaign set in a different area.
Arbiter of Worlds is a really fantastic book. It changed my DMing completely.
I love it, too!
@@theDMLair I'm the author of Arbiter of Worlds and I wanted to say thank you so much for the shout-out! It's great to know that it resonated with you. I recently started on YT covering topics from the book though I just have like a baby channel with 1000 subscribers!
@@TheArbiterOfWorlds - I recently acquired this book on a previous recommendation of Luke and can't wait to plumb the depths of knowledge contained in this tome. I've heard good things about it from several people.
I didn't know you had a YT channel. I'll have to check it out.
@@TheArbiterOfWorlds You can give yourself a +1.
I know of the book, seen it and heard of it, but never read if. I actually really like reading anything that helps me improve my DMing from storytelling to advice and tips to rules changes. I’ll have to fetch myself a copy.
Good advice
I like collaborating with the players. I do not know all the rules and that’s ok.
Rules are a guideline
No. 15. Amen. As an ordained minister, people often turn to me for advice, but I am not a therapist either. If it seems like something requiring therapy, I refer them to the appropriate professional. This is doubly good advice for the average Joe running a game. I can't imagine anybody asking for therapy from a DM. I have a character that needs therapy, but it does not explore my personal issues, so much as allows me to explore the world through the eyes of somebody who has issues.
One of the best changes I have made to my DMing is allowing players to be as involved with creating whatever as they want to be. Mostly I have found you get some great ideas that you know at least one person is probably gonna like, and players don't really want to be totally spoiled, so you still have plenty of room for surprises.
Yes! Very yes. When a player wants to do or be something the GM hadn't 'planned' into their world, it always feels so good to hear "Let's figure out how that works into things." rather than "No, that doesn't exist in my setting!"
Unusual/exotic races or classes are a very common thing for this kind of reaction - You want to be a Ninja in a non-oriental-themed game, or world without an oriental-themed region? Well, how would that work? What does being a Ninja mean in this world? What is it about being a Ninja that you are looking to focus on that we can anchor somewhere and provide some connective tissue so that you're a part of things - or maybe it's the kind of game where something from 'outside' the setting can end up within it for unusual reasons, creating fascinating fish-out-of-water scenarios (like the time I got to play a Warforged Artificer in a Forgotten Realms game (D&D3.5)).
On the subject of preparation - I find that a far superior method to detail prep is frameworking.
Get a sturdy framework in place, and you can pretty much extrapolate *anything* on the fly as needed. Sure, you need to elaborate on a few things in advance, but if you've got enough "fill-in-the-blanks" pieces ready, you can essentially madlib your way through the whole worldbuilding even as you play.
On collaboration with players: my wife once played a parrot NPC and a tribe of fishpeople for a monkey island style game. It was wonderful 🥰
On the subject of 'knowing the rules', I generally agree, and have only one thing to add:
You don't need to know all the rules. You *should* make an effort to know *of* the rules.
One of the more annoying things I have come across is when a GM makes a knee-jerk ruling on something that does, in fact, have an easily look-up-able rule that would not have bogged anything down, solely because they *thought* there wasn't a rule for it already, or that it would be too complicated to look up. "I don't know what the rule is, but I know there is a rule about it." is a good place to be in - the ability to use a body of reference material (like a stack of gaming books) to find a relevant piece of information efficiently is a valuable skill, and one that is worth cultivating in life as well as in gaming.
This sort of thing irks me a lot when it comes up because, in general, once the GM *has* made the 'spot ruling', they no longer want to hear about it, even after the session. During the session, y'know, fine - "I made my ruling, we are moving on" is a thing, I get that. But so many times a GM will not revisit those rulings after the fact to be aware of the actual rules next time. This sort of thing is how games with lists of bad house-rules start, and nobody wants to deal with that. The situation is double-annoying when the rule is something that I, as a player of a character who makes use of a given rule, depend on for my character to function properly, and thus something that I, as a player, made the effort to know the rules of well in advance, but which the DM, for whatever reason, has decided that they are going to make a 'spot ruling' rather than listen to the player that actually took the time to look this up ahead of time before attempting the thing in the first place and who is NOT TRYING TO TRICK YOU, I AM TRYING TO HELP YOU. >.< Yes, this is a pet-peeve.
The dice fudging argument always makes me laugh. My player's dwarf paladin was crit four times in a row by a 1/2 CR bird. First two crits I allowed, but the third and fourth I fudged out because he would have literally engaged this bird as a Lv.5 paladin, landed nothing, and been crit three times in a row straight to dead. Not gonna do my player like that, lol.
let the paladin get knocked down. fudging dice takes away the threat of a real challenge. the pally is not dead but making death saves and giving his party members a chance to get them back up.
@@jessesellers9346 I understand your perspective, but this fight was not something pivotal. It wasn't big stakes. Not every single fight should be life or death; some are thematic for the sake of it. To throw the full consequence at everything for the sake of being mechanically correct is bad GMing in my eyes.
Contents:
0:23 #1 A Game Master Should Have A Fully Realized And Prepared Game World For The Players To Explore Before The Campaign Begins
2:43 #2 A Game Master Has To Be A Player First
9:05 #3 A Game Master Should Never Let The Players In On Their Plans
10:36 #4 A Game Master Must Know All The Rules Including Player Character Abilities
15:36 #5 A Good Game Master Is An Impartial Adjudicator Of The Rules That Should Never Fudge Or Adjust In The Players' Favor
19:01 #6 The Game Master Needs To Buy Everything
20:36 #7 It's The Game Master's Responsibility To Ensure That The Players Have Fun
22:14 #8 A Game Master Is A Storyteller
23:15 #9 A Good DM Never Says "No"
25:06 #10 A Game Master Has To Be A Performer
26:31 #11 The Game Master Is In Competition With The Players And Should Try to "Win"
28:23 #12 The GM Can Do Anything They Want
29:12 #13 The Game Master Can Change The Rules At Any Time
30:28 #14 You Should Be More Like (Insert Name Of Famous Game Master)
32:51 #15 A Game Master Is A Therapist
If you're angry your gamemaster isn't a therapist... maybe it's because you need therapy.
The positive of watching a professional actual play, particularly critical role, is it really taught me how to role play within the game. It’s no surprise their approach appeals to me as an improv entertainer and an actor, so our games actually really look like that too (just cheaper because we poor). I’ve absolutely been at tables where that isn’t the case though, and people seemed to struggle with how to engage in that way. Watching people good at it can really help.
Thats not roleplay though, thats acting. It is not required to roleplay. You can perform a role of a character just fine without the additional theatrics that scare many people off.
That is why people recommend against using CR as an example, it isn't realistic.
Doing what the character would do over what you would personally want to do(ideally they somewhat align to make it easier) is roleplaying, interacting with the story in a way that creates exciting events and developments is roleplaying.
Putting on a voice is just extra stuff on top.
See, you're taking what I said and projecting your understanding on top of it as if it is fact. Nowhere did I say I learned how to add a voice from them (I'm good at that on my own).
What have I learned from them that IS roleplay and NOT acting?
- How to think about character relationships and wants outside of sessions, so that I feel more prepared and can engage with other players.
- By seeing the way they interact with the world, it expanded my unfamiliar ttrpg brain and gave me new ideas.
- The flavor and description in combat, especially Liam, encouraged me to flesh out what I'd like to do, realizing the players have just as much descriptive potential as the DM to illustrate the world.
- They demonstrated how to take poor circumstances and allow that to push characters/story forward, rather than get frustrated they failed.
I could keep going, but all of that enhances my ability to roleplay within the game, and it's not just "putting on a voice".
The ability to act simply makes the roleplay better and more immersive, which can be unobtainable for some because many are just bad at it. However, my group happens to be rather good at it, with most coming from a theatrical background, which is why I said their approach appeals to me. BECAUSE of the depth of their characters, the thought behind their motivations, the intention Matt gives NPC's, and the way they build with each other and the world. Also the voices are fun, but not necessary.
So, why are you coming at me and mansplaining?
@@luminous3558
To this day, I maintain that "Life" being the world's most pointless game is totally intentional.
LOL - Yeah, the irony...
It doesn't matter what you prep, the players WILL do something you never anticipated. Last week, first session of the new campaign, my level 1 players wanted to ambush the BBEG that they are definitely not ready to take on, even if they surprise him.
There are too many GM/DM myths, most of them are completely false but unfortunately most new players don't realize this. But fortunately there are so many dedicated channels like yours that help educate players and GM/DMs alike, keep up the good work and have fun. =^_^=
Edit: Tirade. Pronounced Tie-Raid. You're welcome. =^_^=
Edit 2: Bending the rules is what we do. lol
Edit 3: You pronounced erroneously fine, sorry for all the edits. Watched in short bursts due to IRL stuff. Anyways, have fun and keep being awesome. =^_^=
Thank you! :D
You are correct in that most Actual Play recordings are not as raw as we'd like to believe. They exist to entertain - which is fine, I listen to plenty! - but that is the primary goal. I have yet to hear an Actual Play where there's a TPK. Character death at all is rare, as is any kind of failure, really. The players always eventually succeed.
In regards to the "GM is the Storyteller" thing, I always liked to put it this way: "GM's World, Player's Story".
The Game Master gives the hook, the setting, the _what, where, and why._ But the Players decide the _who, when, and how._ Because of this - the GM can set up the heist to steal the Crown of the Dragon King from its vault, but it's the players who decide if the crew running the heist is going to be the IMF, the Mystery Gang, or The Three Stooges.
At the end of the day - as you said - it's both coming together that's important, because a world without a story is just set dressing and lore, and a story without a world is inconsequential and meaningless.
The GM is the architect. The players are interior designers. You build the shell, and they bring it to life.
I have a similar thing, but I compared it to building a skeleton and then the players build atop the frame.
Metaphor, meta-whatevers etc aside, there's also probably an important place for backstory / history in these "collaborative-story-telling-sessions".
Was talking to someone about DnD and how much money I had spent on my campaign versus how much money I had spent on knitting and other video games. The guy actually said "But DnD is free". I showed him my roll 20 purchase history and asked if that number well into the hundreds looked free to them. That's just digital too. It's a whole new ball game when you're looking at terrain and mini's etc
Sounds like someone who's always been a player and never had to buy the books to play because his GM was willing to share them.
DnD is free… for them. I bought the books, the papers, the pens, the minis, the boards, the dice, and dinner. lol
I sympathize with you, Luke. I too have suffered so that I could become a better Game Master. I absolutely learned the wrong way to run a game, found out it was the wrong way to run the game, took notes on what NOT to do, but in the end I overcompensated and sabotaged my own campaign and group. It would take years before I finally learned how to stop myself halfway because I was now a problem GM.
I once had it explained to me that the more "theatrical" style of Action Plays aren't real games, but what would equate to watching porn and thinking that's how sex IRL works. Much like how "reality TV" is not actual reality. You have to have some suspension of disbelief.
I've definitely been there while seeing an older player throw a temper tantrum like a 2-year old because "no" was said, pouting because "you don't let me do anything fun. Why do I even bother?"
To be fair, regarding the "you should be more like (insert name) Game Master", if you're a horrible GM tyrant, who cackles and laughs at your players as you consistently produce TPKs at the table, who then mocks the players as you watch them roll up their third character in two months, maybe you should at least consider what (insert name) Game Master does because that Game Master is revered and makes the players at THAT table happy. Consider it a compromise. However, if you're actually competent, then no, do your own thing. As you said, "fun" is key.
My first response to a player who wants to know if they can use an ability to do something is "what does the ability say?" If you have a trustworthy group (which you should, or why are you playing) then it becomes super easy to let them know and judge their own character's ability. As for the DM buying everything, I do buy everything that I'm going to use. I will have all the books, a supply of minis because I'll need them, and a multitude of dice. If the players don't have a mini they can pick one to use and players can pass around the books. If they want to take it home or have a specific mini, then they get to buy their own, and we do.
I started DMing about 1979 or 1980. I mapped out most of the surrounding world and did high level design of nations and reachable continents and continued to add to it for 40 years. Most of our house rules were later codified in later editions. Even today I still tweak my world when I have an idea but I almost never get to play. My eyes are failing me and 5 of the 7 players have passed away. 😧
Re Winning... The GM wins when the players had fun, to quote the Great Matt Colville 😃 "I had fun, if you had fun."
My first D&D experience was DMing Curse of Strahd - definitely don't need to be a player first. Great tips in this video, thanks! 🤓
For your "watch a real game" bit, it's perfect for analogies.
Don't watch professional sports, they're playing for show. Watch friends playing it because they're doing it for fun
The first time I played D&D was on a dungeon expansion kit for AD&D. We took turns running the presentation characters against the same set of monsters over and over, taking turns being DM (setting up the dungeon layout and monsters) and players (running the pregen party through the dungeon to get the treasure, not to beat all the monsters every time) while I don't remember if I was a DM first, I do know that I really enjoyed it. Seeing your friends succeed over all the time and bullshit you throw at them and everyone cheers success and feels bad when a player doesn't accomplish what they want. D&D to me is just a cool fun time with your friends, using imagination and hanging out and having fun. You want to play for people to watch you play? Cool. You just want to run Phandelver? Cool. We all play how we want, and we're all having fun and nobody is doing it the exact same way as anybody else.
This is a great list.
I’m tired of all the generic bad advice online. It bleeds into the players and they feel like the GM is not doing it right when they could be doing a good job.
I like watching Dungeon Musings because their gameplay is so amazingly typical of how it actually goes.
OH, THANK YOU. "Yes, and..." is not the way. Sometimes you have to say no.
I fully agree with point 2. Sometimes, there is nobody in your life that is playing TTRPGs. How are you supposed to get started then? You start as a GM and make your own fricking group, that's how. I started as a GM and have been a happy forever GM ever since.
I actually really appreciate your last point. One of my earliest games that I ran for my friends had a problem player that stayed in the game for years. Everybody in the game was either uncomfortable with talking to him about his behavior or shrugged it off because any time it was brought up he would argue "I'm autistic, so I can't help it. I can't read social cues." He would interrupt people, talk over them, completely ignore their suggestions, argue with me and our other DM constantly about getting feats or magical equipment for free because "My character should have it", and just generally made the experience unfun for everyone. It got to a point where I just didn't want to DM anymore because it was exhausting, but I felt like I couldn't kick the player because I didn't want to 'punish' him for being on the spectrum and he would tell us that we were the only folks who would play with him. We were a primary outlet for him and that was important to him. Yet he also wouldn't respect any other player at our table even after numerous conversations I and my other friend would have with him.
Eventually, we had to make the choice to either cut him or cut the game because the other players weren't having fun either. We ended up doing both and made a completely new game without him, and I told him that it just wasn't working out. I felt horrible and guilty for a very long time because I saw it as kicking out a player for being on the autism spectrum and removing something that he relied on. In a sense, we had become something of a therapist for him. So hearing you talk about that and say that it's okay to NOT be that for one of your players is very validating. Thanks for that.
As an autistic person, that infuriates me. Not the letting him go part, his use of his neurology as a Get Out of Consequences Free Card. It's hard enough as it is without people like him handing people free ammunition to stigmatise and belittle us. Autistic doesn't mean stupid and it doesn't mean incapable of learning better. It simply means needing things to be actually told because we can't learn social stuff by osmosis, or witchcraft, *shrug* however it is allistic people do it. If something's a problem, just tell us; even if it's blatantly obvious to your brain, it isn't necessarily to ours. We are literally wired differently. Don't talk about how we 'should' know things and refuse to be clear with us because we 'should' know it. Which is more important, making things better for the game (and life) by helping us understand or moralising about how you think we should understand it? Most of us are not arseholes and just want to play the game with our friends.
This isn't intended as a rant at you, BTW, but more of a vent because I get so tired of hearing this same thing.
@@BlueTressym No worries, and thanks for sharing your thoughts! We actually have at least two other folks on the autism spectrum in our group so, yeah, him using that as his reasoning for being rude and unwilling to listen or work at being less so felt especially unfair.
reminds me of an old eisenhower quote - " In preparing for battle I have always found that plans are useless, but planning is indispensable"
I don’t agree on the prep point. For some people 100% percent, but others thrive when they prep less as it leaves room for improv that they excel at. I think this one is extremely personal to the dm and their style so it should more be just do what you find success with and don’t be afraid to experiment. If you find you need lots of prep then do it and enjoy it. If you find prep hampers your creativity or often isn’t useful to running the game then prep less.
Luke, what I disagree w/you on is:
Life is NOT IMO the worst game to play
Mouse trap is
don't get me wronf fun to set-up, slow as all get up to play
I suspect we're close in age. Graduated high school in 2003
And while Seth skorkowski doesn't do dnd specific advice he's a fantastic 2 time ennie winner for his channel
What’s “annie winner”??
@@princesskanuta3495 Ennie. It's a yearly ttrpg award, focuses on games, materials, aids, systems, Hell even lore books and like non game stuff like dice.
I love this video. I have never gotten to play, and am DMing my first campaign on Saturday with a few friends. This video is very helpful.
Rule 11 is easily the most egregious item on this list. DMs with the mentality that they need to "win" in combat aren't in it for the right reasons and should just be a player instead. It just opens the door for ego, bad fudging and DM fiat bullcrap to always keep the odds in your favor. You're just using the game as your own personal playground with a captive audience. If you want encounters to be hard with a higher chance of death or have an encounter the players weren't meant to win through fighting alone, thats perfectly fine but you can't get salty when the players win. If you want a game where the protagonists always loose, just write a novel instead and don't waste people's time.
I totally agree with all 15 though when you first listed each one I was worried. It wasn't until you clarified what you meant that i understood. I have been playing since the 80's and I think there is something you missed a #16 Be a Rules and Game gronard.... I am always learning new tips and tricks I'm lucky most of my group are other gm's and we round robin and we always discuss rules tips and tricks....I have seen and heard people only play this rules set and that play style and they get into a rut without learning and expanding their knowledge. I know i will never be perfect but I get better, and so do my friends.
I think there is a bit too much pushback against the GM being a storyteller. The final story is the result of the interaction of the world's events with how the characters influence it. But without the GM coming up with a story idea, there's likely no game. The players should have a huge influence on the outcome of events but my NPCs were going to do whatever it was they were going to do with or without the players there. Without the players, you'd just be writing a novel. But with the players you are still telling a story. Its up to the GM to narrate what's happening.
Other people to check out: Monarchs Factory, Ginny Di, and Jason Alexander at the Alexandrian.
A GM "wins" if, by the end of the session, they and all of the other players had fun and none of the GM's books or other game items were lost, torn or broken, had food or drink spilled on them, or were otherwise compromised.
I agree mostly. the caveat is that a GM cannot guarantee everyone has fun. Even amazing GMs have players who don't enjoy their games. And players contribute to the fun factor a lot, too. Put a crappy player, for instance one who loves to argue or cause drama, in a great game, and fun will suffer greatly.
One thing I've learned that makes the games infinitely more enjoyable? The players will want to do things you didn't anticipate or prep - cherish those moments, take what they give you, and run with it.
Did I expect the wizard of the party to decide he's too posh to ride a horse and instead blow several spell-scrolls worth of gold on a fancy carriage? No. Was there a wainwright in the town they were in? Not that I'd prepared. But you know what? Once the player asked for a carriage, there was a wainwright who just so happened to have a really nice carriage for sale.
A player asking for something reasonable that you don't happen to have prepared is a godsend! It's a gift of information that tells you exactly what that player wants to see in the world. So put it in the world. Let the wizard have his carriage and see where that takes you. Maybe he's gonna want to upgrade that carriage in some specific way, giving you a hook for an adventure to find the materials or people who can do it. That then lets you worldbuild interesting places and NPCs. Need a way to make the player hate a villain on a personal level? Villain burns the carriage (don't do that too often, or the players will be sus of everything you give them).
You could just as easily say "No, there is no carriage," and move on with the session. But you'll never know what shenanigans you missed out on by denying that.
As a DM, my major struggles are getting too into my creations and encounters and also having too many ideas just mashing together and being disorganized. So to help me get things from my head to the paper I do bullet points of events, I build a skeleton. Then I use my players to help me flesh the world out and I come up with things on a whim while they explore. They don’t know that everything is essentially blank and all I have prepared are a handful of encounters and a rough idea of the setting and a list of names.
They’ll ask, “what do I see when I climb the tree?”
“Ugh… before you lies a vast sea of green. Trees as far as the eye can see before crashing into a distant mountain range. But what you hear is high pitched screech and turn towards the direction of the sun to see a griffon swooping towards you. Make a dexterity saving throw.”
In my experience, the most important thing I have learned in my limited experience is to keep the game moving and to keep them involved. If I can’t find the rules I need, I let them know and look it up later. If I need a minute to look something up, I’ll let them know. Keep the gaming flowing and improvise on the spot.
I bounce certain parts of my game or proposed mechanics with my PC's and do it without spoilers. It's great and gives them a vested interest, plus most are DM's and respect it. Really helps!
Those people that want to use their characters as a way to work through trauma or other issues, I understand where they are coming from. I think if done right it can be very beneficial, but it only works if the player can remember that it is still a game and if they can communicate honestly with their GM and group about it.
I think that it comes down to, for this and pretty much anything else, expectation and communication. If you expect things to go exactly your way - as a GM or as a player - and you aren't ready or willing to communicate and adapt, things are going to be bad.
I am lucky enough to have a group that almost know nothing of the TTRPG and the myths around it prior to our game.
No expectations on their side and we are running great 😊
I don’t necessarily believe the “need to be a player first” thing. For me I chose that path because I know I’m more of learner from being thrown in and learning intuitively the context rather than trying to make decisions based on just what I read. After playing on the player’s side I feel more confident about the general idea of each class (I slowly worked my way through them). What’s more, I joined many tables with many different dm’s who all had different styles and different emphasis on different parts. I saw both good and bad and learned different tools they used. I feel this also greatly helped me learn more of how I work and how the game in general is understood to be played. And then I also just enjoy researching the known lore. I didn’t need to, no. But I’m a nerd for anthropology and particularly of cultures and myths, legends, etc. I was always going to be interested in learning the lore that older players have absorbed from their many years and editions of play. It’s interesting to me. So yeah, maybe some of these busted “rules” are ones I seem to indulge in, but it isn’t because I believe in them. It’s more because I feel some of the paths have led to me feeling more comfortable and confident in running a game. For now I have not yet but it’s more because I haven’t come up with a basic outline I’m interested in running. For now I collaborate with friends who do dm and help them come up with mini hooks and adventures for their players and also discuss plots and foreshadowing etc, with my own dms. I feel I will eventually hit in a story that I want to tell and then gather a group and see what they think and how they want to tell a story, but yeah, I think I have time until then. I’m in no rush. My brother has been poking me lately for advice on a basic story outline with hooks for his players (brother is a newbie dm) which I’ve been happy to assist with and that’s been nice. As for why I’m prodded for this advice, I think it’s because I’m generally a good writer for stories and know how to choose plot hooks that are beyond enticing to particular players, especially any that I know (my brother’s childhood friend who plays in his game can spot a mile away a hook I invented and always levels a playful glare at my brother for it before he bites, because he hates falling for my tricks and hates that I understand him so well, but can’t resist). Anyway so yeah, I’m in no rush yet to switch to dm side of the screen but I’m getting there. At this point what is stopping me is lack of a story I feel like telling or even starting to tell and none of the modules have sparked my interest enough to try out either. And I know I won’t commit if I don’t have the initial spark of interest. Ah well.
Spot on about the difference between actual play v. entertainment show. A good exception I’ve found is the group over at Glass Cannon Network. They seem to have found the balance between the two.
I highlight some things from them in a video I did a week or so ago. :D
I Became a DM because I wanted to play but there was no one around to DM. I have yet to play as a player. I just watched a lot of streamed games.
I am just now coming back to gaming after divorcing my game master 14 years ago, and I'm binge watching your content right now. Thank you for helping me get back into this hobby I enjoyed for 15-20 years. I'm running my kids and my husband and I want to be a great DM, and you've given me so much to think about (beyond just making the shift from 3.5 to 5E).
Hey, "Sit on a traffic cone" sounds like a pretty kind version of Pss Off. I like it and use it instead of "go pound sand."
I will never say you HAVE to be a player first. However, I did have someone come in and tell me they were gonna run DnD, they had never played before, and then the next day told me it was too overwhelming trying to be a DM and learn all the rules with no prior experience.
I think it definitely helps folks (myself included) to be a player first with a DM that knows what they are doing. Its person to person for sure, but I and this other person most likely benefit more by playing first and then running a game.
The word you are looking for that’s not quite an actual play show is a Narrative play show, see Taylor Moore’s comments on worlds beyond number for more. The gameplay supports narrative not the other way around. Why else would you hire great writers and actors unless you were making a product to entertain and not to inform.
Should have done a Life/ D&D Crossover with your brother. " I got to college and have 2 kids, but then train them to be wizards and go to the 9th level of Hell and defeat Asmodeus.
Mentioning and endorsing other GMs is a pro-move. It unites the community, enriches it with multiple points of view (example, homebrewer\oldschool dm\5e enjoyer\alternatives' endorser). It would be cool to see you in the videos on the other channels, just saying
"Their primary purpose is to entertain the viewers." ...ABSOLUTELY! I began listening to The Adventure Zone on a req from a friend as I was LITERALLY picking up DMing for the FIRST TIME (with minimal player experience). Fortunately, I had a player who was a life-long adventurer and helped guide me in various rules and mechanics. As I continued to listen to this podcast I would begin shouting at the DM because he wasn't following any of the proper rules. A game that holds players to a rule-following standard is much more helpful.
The easiest way to look up rules for 5th edition is to just Google the rule instead of referencing the book. On a separate note, don't 'balance" your encounters, just use what sounds cool or makes sense for the scenario. Just because they won't be able to beat it in a conventional fight does not mean they can not still defeat it and/or win the day. They can also flee and comeback better prepared provided they have the time. Besides, it is far more satisfying to face an enemy that is beyond your ability to fight and then watch your character gradually be able to kick that creatures ass. This is also why you should continue to use the low level enemies no matter how strong the party is.
Check out the Dungeon Dudes and Seth Skorkowsky, both are very good. Seth is actually one of my favorites. Also check out, RPG PHD, XP to Level 3, Ginny Di, Supergeek Mike, Monarchs Factory, Jay Martin - Play your Role, and Taking 20.
Seth Skorkowsky is also a great resource for GM and player tips.
RPG reviews as well as scenario reviews.
The tip about players buying stuff, I clapped so loud the people around me were looking for thunder. I asked people if they wanted to start a money jar. Each game we pitch in $1-5. Then after a month we decide what we'd like to buy if anything. Everyone thought I was crazy. "Like aren't you suppose to buy that?"
It's a production, not a game (when talking about the professionals). I get what you mean. When I started my table, I just told them that I was a first time DM and was looking for them to help me learn. And they have been. Two of my players are actively GM-ing other tables so it's super helpful.
"GM must be a player first" is the funniest thing. Imagine guys who are just about to start playing:
- Hey guys! Let's try TTPRGS?
- Sure! I'll be a GM.
- But wait! GM should have been a player first!
- Hmm... Did anybody ever play before?
- ...
- But how we can start playing, if we need a GM, but nobody have played and so can't be a GM?
- Well. I guess we never will!
"Never let the players in on their plans" Totally agree. I was running a Cyberpunk RED game and focused on setting up problems for the players to overcome and literally asked them how they wanted to tackle them. Player investment was at a max because I never had to tell them what they are doing. I was able to focus on how the facilitate their plans and plan great NPC interactions and encounters instead of holding their hands.
As a character in my son's campaign, there are times that I ask him or other characters to make a check for what I'm about to do... Not often enough to feel like I'm taking over, but in the process of attempting something that I don't use often. It's a hint at the rules for him to reference. I've 40+ years experience and he's on his 2nd year. If he ever pushes back, I'll stop.
2nd point: I like story FACILITATER instead of teller.
Having DM'd for players who learned to play by watching a show based loosely on playing D&D, I can't describe how frustrating it was to ask the players, what do you do?, to only have them start an entertaining monologue, but never make any decisions, so the story never progressed and languished, while all the players did was make character monologues, but never any decisions.
A lot of actual plays are our generations radio plays.
Regarding buying everything - I bring dice, minis, printed battlemaps, etc. Players pay for gaming space (if we're playing in some club) and for snacks. Seems fair.
That second rule is reassuring. This is the first time I've ever played DnD and I'm the DM because the one experienced player (put of the 4 of us) didn't want to do it. We've had 2 sessions by now, not including the character creation and intro. I guess it's going well but I don't have a very good metric to judge it by.
I have been running games since 1990, and for the most part I have in the past bought everything, for the most part my players have bought the following: players handbooks, minis, and dice, however since 2016 I have had groups that will help with making copies, purchasing minis for us to use and just gifting them to me and the same can be said on books I wanted but didn't have the funds to do so and most recently a couple of players rebought books that I had but were in poor condition, I will reward them with a few extra xp, but they never expect it, I do it to show my appreciation and they never take advantage, I currently run 3 separate groups all in the same world and all 3 groups are great. Also, thank you for stating that as game masters we are a form of storytellers but not completely, which I whole heartedly agree.
Brother, I just wanted to say that this video's thumbnail is just so good👌
Thank you! I generally suck at thumbnails, IMO, but I'm trying to get better. Thumbnails and titles are the biggest thing I'm working on improving right now.
As someone who specializes in Sandbox style games, the first myth is not really a myth but rather good advice for something specialized given improperly. You should have a prepared game world BUT ONLY if you're planning to run a Sandbox style game. Even then it's not something you HAVE to do; it's still something you SHOULD do. This is because a game like this flows based on decisions made by the players and the domino effect that those decisions cause. For the domino effect to happen and the campaign to begin rolling, you would need the pieces in place first. You don't need every country or every festival. Decide how big the boundaries of the game world is; Place the most important locations in said world; decide the major events/machinations that are going on in the game world and in major town. From there you can build out based on Player Decision. Like if you decide "This town is ruled by the mafia" then if the PCs start or visit that town, you can create quests based on that. That way, when the players start in a tavern or whatever, you can decide the shady guy is a mufia boss or something, waiting for a drug deal. If the town theme is "Warewolves and snow" the shady guy is a warewolf or maybe a warewolf hunter.
So yeah, Myth 1 can be good advice but it's definitely not for all types of games.
As a newish DM, I'm learning to literally ask my players (esp. on longer campaigns), "What is the goal of your character? Are there things that they would like to accomplish? Why are they adventuring?"
Example: I have a PC who is literally in search of an artifact called "the Golden Fleece" to raise a dead mother and heal her insanity.... So here and there this PC will ask NPC's what do they know about it, etc. etc. Many reply back with its just a myth, but once in a while one of the key NPC will say something like "I've heard rumors that the Goblin's in the underdark near xxxx were the holders of this item... Thought I don't know if it's true or not. If you can do x, y, and z for me, then I'll give you a generalized idea of how to get there or who to look for to get more information."
Another Rogue/Warlock PC wants to start an orphanage for children and teach them to spy around towns and such. They are currently lvl5 and in the middle of an enemy attack after rescuing 45+ townsfolk who were captures. So once they complete this area and get most of the folks back to town, then there will be orphans from the folks who couldn't be saved. Thus starting the orphanage angle.
I find that this is probably one of the easiest ways to go through campaign content and develop a reason why they should do the task instead of just skipping it.
We're playing a long campaign (0-15 of straight quest, closer to 20 with side stuff) and this would end up being later end game materials, but still it shows some character development along with tying the PC's story in with the campaign story.
33:45 I tried that, and let me tell you, it sounded good on paper, it looked good at the start, but it caused me to experience doubts in things I thought I had already dealt with, and has made some of the campaigns I enjoyed become sour at some points, because I created characters with flaws I had in the past, and some traumas that they came with, and it's not good. It can be done, I don't deny it, but being honest, when I did it, it left me quite vulnerable, and in some circunstances, it hurt like hell, because at points, my characters were dealing with the same trauma I dealt, and forced me to experience it again.
Did a icewind dale session today, killed off a player (who wanted to change character) so fit it into the lore.
Then had a hard fight with some grub/worm that was within this player.
After that the players are pretty much out of resources, have exhaustion.. and are not full HP.
They get attacked by a duergar (at the outpost) that went stealth after hearing the players walk into the ravine singing and shouting (yes.. echo's and things gave them away for sure).
After the session i wanted to plan a session sooner than 1 week away cause "i tasted blood so lets keep on going ! :D "
Then one of the players tells me "we are playing a game together, you shouldn't focus on murdering us"
So me : "if i wanted to murder you i could've done it plenty of times today "
I feel like he actually meant what he said btw, he's been telling me other times that i should be on their side. So i keep telling him, the amount of times i adjusted monsters and dice rolls to save you guys after making super wrong/weird decisions..
(they are new, just like me btw, played about 16 sessions total with them)
Remember when I was first invited to play dnd, my GM just passed the player handbook around and we all just used that when making our characters
I learned at the starting city of Sean. Mostly the couple of districts that the first session was focused on. And the ones that they had to pass through to get between them. I learned the names of the other nations and their attitudes towards
Breland. That was it.
In my homebrew world I started with a logging town and one magical cave.
I was a little worried at first, but I was immediately reassured. Loved this.
@11:10 I'm a forever PF2E GM since its release. I next to never read the character creation part since I read it the first time.
I'll dig in the details of some rules interactions and whatnots for my players when they ask for it, but the pact is: I don't have to read and memorize your characters mechanics, I trust you.
I'll know the intricacies of some classes and feats when I'll get to play it.
And meanwhile I'm doing my damn best to make a good campaign.
#1 Im doing just that, have been for the past 3 years and still havent actually non-solo DM'd a game yet because I still dont trust myself to actually be a fun DM and Ive found that I actually enjoy world building maybe even more so than actually playing
I personally really don't like dice fudging as a DM, it feels very wrong for me. However, there are a few very strict scenarios where I'll use it.
1. Boss enemies don't whiff their first attack in combat. It's hard to solidify how formidable the enemy who has been built up over multiple sessions is if the first thing they do is miss spectacularly.
2. It's a random encounter and a PC is about to die. I like to have games be more narratively focused with my players being able to fall in love with their characters. I'm sure as heck not letting a PC break their player's heart by going down to some schmuck in the woods before they've even been able to explore said character.
Rather than read the rules word by word. Learn the index and table of contents well so you can find things quickly!
I have a BA in psychology (not enough training to be useful, just enough to get into trouble), my first group was almost entirely managing the emotions of one particular player. She straight up called our games her weekly therapy session, and it was utterly exhausting, and frankly bad for both of us.
The desire to love and support people is admirable, but unless you're a therapist actively using D&D for therapy, do not get suckered into this. It's bad for everyone involved and not nearly as helpful as you think.
I keep the villain and main questline secret from my players of course. But I let my players in on a lot of other aspects especially when it comes to their characters. They can create their own weapons and abilities (within reason) and we work together to help their characters have enjoyable arcs.
As a licensed therapist AND a certified therapeutic game master, yes, get therapy through your therapist. When the GM is not trained in making the game therapeutic in scope you run the risk of no change in the issue or it getting worse. Additionally, without the safeties in place for a therapeutic group or doing 1 on 1 duet games with the therapist, you run the risk of harming others at the table.
If you are looking for a certified therapeutic game master, many therapeutic GM training programs list their graduates on their website, you may find one in your area, or one that works online like through Roll 20 or Foundry, etc.
#1 is so true. I've had a DM quit because he couldn't get the world just right so he stopped playing. He was never satisfied. #2 is relevant to me. I was a player first. When I DM I make sure not to do all the things I hated certain DMs did that made the game not fun. I wasn't perfect when I first started, but I got better. #4 I've had online debates with people who resent having to look up rules during a game. They claim it breaks immersion, They want to make everything up at the moment it happens instead of having the rules tell them what to do. I disagree with them. I like having the rules to help figure things out, but they exist. #5 I learned the value of Legendary Actions. They do make solo fights more fun. Just last Sunday I gave an Archmage solo enemy Legendary Actions of casting Cantrips. The party still killed him in about three rounds as expected, but it was more dangerous and interesting. They didn't complain out of character, just lamented in character the damage they suffered and took a short rest to heal. No biggie. #7 was a hard lesson for me to learn. I can admit to making errors in my early DMing years. I know I improved, but I had to force myself to take a leap of faith to try DMing again. I had to accept the problem is not me, not even the players. We just didn't fit. After taking that leap of faith and trying again I've been DMing for 5 or 6 years now steadily. Obligatory yelling at Luke: Not a fan of the shirt.
The dnd rules are not really rules. They are more like guidelines
got into the game with nobody else interested around me. had to do some convincing. my first "campaign" was fun, but a hot mess. nobody knew any better though. Over time i DM more, learn and figure it out. Finally for the chance to play with a more experienced DM. Took what i liked, threw out what i didnt. Now i run campaigns to pretty good success. was fun the entire time. Still the only time i got to play. Wife will attempt Dming within the month. Godspeed to her. also videos like this have helped, so yea, thanks.
One of my favorite Brennan Lee Mulligan quotes is "I'm all the bad guys." Another of them is "Hell yeah."
Those are seemingly opposites: Enjoying torturing the players, but also celebrating when they do something awesome. Why? Because the players enjoy things more when they have an enemy to root against
About the GM vs Players myth, I think these games are kind of like Hangman. It's not a game where you have one party competing against another; you have one party providing a challenge for another. There's a video called "Hangman is a Weird Game" or something that goes into more detail. That's probably closer to the idea is than comparing it to war games, even if it came from there.
Yes, the GM is responsible for everyone having fun. And that goes for everyone else too. It's a cooperative game, so it's a cooperative responsibility.
If you think the GM has to perform as well as Matt Mercer, you have to perform like Laura Bailey. Speaking of that group, where would you rank them on the show vs real game spectrum? I've heard a lot of ideas from "it's all scripted" to "the game itself is real".
0:30 I recently made my world, and all that's on paper are the country my players are in, it's regions, it's most important cities and cities that are important to the characters. Like that, I never run out of space when I need a new city or a reason why 4 Monsterbooks fit into one world.
Yeah me too... got whole continent with some history and cultures. Had little of worlbuilding fever. But one must stop at some point, you can create overview of the world, but only with little of details. And then just you cannot do any real local worldbuilding expcept for the game you gonna play.
Number 1 described nine to ten years of my life, when I couldn't find anyone to play. I still have the maps, and notes, somewhere, but never ran it.
I'm going to tell people to sit on traffic cones, from now on.
On learning all the rules ... when my players create their characters, I make notes about any of their special abilities just so I don't get steamrolled by something. When I set up an encounter, I make sure that I know the rules concerning the things/NPCs in that encounter. You're never going to memorize ALL this stuff, but eventually the important stuff will find space in your brain.
As for fudging die rolls; I don't do it. I roll all combat and saving throws in the open. We're playing D&D 5E, so the PCs are pretty hard to kill in the first place, but if it happens, it happens: where's the fun if there's no chance of failure? Also, what's a better end for an adventurer than going down in a blaze of glory or a poignant defeat?
DM Timothy is new on the TH-cam scene, he's really great also.