Jump to content
MATCH SCORE
Wildcats: 2
Ultraforce: 0

Read more...
MATCH SCORE
Beowulf: 6
Kobolds: 0

Read more...
MATCH SCORE
Speedy Gonzales: 2
The Rogues (Flash Villains): 1

Read more...
MATCH SCORE
Aloy (Horizon Zero Dawn): 3
Baby Zillas: 2

Read more...
MATCH SCORE
Cain (Supernatural): 2
Caleb: 0

Read more...
MATCH SCORE
Mancake: 2
Fortnite Island: 0

Read more...
MATCH SCORE
Champions (Second Version): 3
Cobra Organization: 1

Read more...
MATCH SCORE
Aflac Duck: 3
Iago (Disney): 2

Read more...
MATCH SCORE
Sindacco Crime Family: 0
Forelli Crime Family: 1

Read more...
MATCH SCORE
Siegfried: 1
Kazuya Mishima: 7

Read more...
MATCH SCORE
Maulkiller: 4
Dante (DMC): 0

Read more...
MATCH SCORE
Rugal Bernstein: 4
Raidou: 1

Read more...
MATCH SCORE
Fox (Gargoyles): 4
Fox (Wanted): 1

Read more...
MATCH SCORE
Scarlet Witch: 5
Cybermen (Mondasian): 0

Read more...
MATCH SCORE
Momiji: 2
Sophitia Alexandra: 8

Read more...
MATCH SCORE
Ken Masters: 9
Ash Crimson: 1

Read more...
MATCH SCORE
Vin: 4
Korra: 3

Read more...
MATCH SCORE
Snow White: 3
Danny The Dog: 1

Read more...
MATCH SCORE
Sweet: 3
The Music Meister: 0

Read more...
MATCH SCORE
Ibuki: 6
Mai Shiranui: 5

Read more...

How to support MagneticFerret

Follow us on Twitch and Support us on Patreon!

First Time Dungeon Master


Twogunkid
 Share

Recommended Posts

A few things.

 

First and foremost: Story trumps rules.

 

If the rules are interfering in the story telling, drop them, they are meant as guidelines rather than strict "laws" that must be obeyed.

 

Second: Listen to the players.

 

Iif they are interested in the game and having fun, they will mainly be talking about it, if they start talking about all sorts of other things, and keep talking about them, rather than about the game, you haven't caught their interest and need to change your approach.

 

Third: Be ready to improvise.

 

You can have prepared pages upon pages of carefully laid down plans and plot twists, however the first time the players actually get to do something, chances are they won't do what you were planning on them doing, and at that point you need to come up with something on the spot.

 

Forcing the players to follow the plot without leaving any room for improvisation usually leads to the players quitting the game, due to not having fun.

Link to comment
Share on other sites

A few things.

 

First and foremost: Story trumps rules.

 

If the rules are interfering in the story telling, drop them, they are meant as guidelines rather than strict "laws" that must be obeyed.

 

Second: Listen to the players.

 

Iif they are interested in the game and having fun, they will mainly be talking about it, if they start talking about all sorts of other things, and keep talking about them, rather than about the game, you haven't caught their interest and need to change your approach.

 

Third: Be ready to improvise.

 

You can have prepared pages upon pages of carefully laid down plans and plot twists, however the first time the players actually get to do something, chances are they won't do what you were planning on them doing, and at that point you need to come up with something on the spot.

 

Forcing the players to follow the plot without leaving any room for improvisation usually leads to the players quitting the game, due to not having fun.

Yeah my playgroup is the kind of guys who will dig a tunnel before the answer a riddle to go through a door. I'm thinking as long as they can RP it decently I'll probably allow it.

Link to comment
Share on other sites

Another thing you need to figure out, is to tailor your game to the group you will be playing with.

 

If your group is filled with people that prefer just killing random people over intricate puzzles, then you probably shouldn't create a vast labyrinth filled with puzzles for them to go through before they actually get to the action.

 

Secondly, set down some rules for when a problem arises, a rule that you have forgotten or something else.

 

Figure out if you want to hammer out the problem then and there, if so set down a time limit so it doesn't interfere with the game more than neccecary.

alternatively you could say that the problem will be put aside untill after this particular segment of the game, and then it will be discussed at length.

and finally you could go with the "I am the gm, my word is law" route, however that runs the risk of your players quitting the game, but if the players prefer swift decisions on the spot, sometimes that is what you have to do.

Link to comment
Share on other sites

Guest LoneWolf

Let players roll 4d6 and drop lowest for their stats, that will get you off to a good start. Be merciful, I usually don't kill players unless they are a total dumbass. Like they go to 0 hp, I'll be like, "Ok, a wall collapses near you and you are alive but buried under rubble..."

 

Kainboa is right about story, that is the most essential part. Rules can be bent to fit the story's needs.

Link to comment
Share on other sites

I took your advice. They do like being able to do anything. I am worried about all the NPC seduction attempts they are trying.

 

Also would you reccomend tougher single monsters or more numerous weaker monsters?

There are 6 PCs.

Link to comment
Share on other sites

Ignore him. With six players, combat's already going to slog. Balance the party with a few good monsters, and maybe a few groups of minions or something to make them feel badass. Remember, a good encounter should be challenging, not impossible, and should under no conditions take six hours.

 

Other general tips: unless you're playing 1st ed. D&D, you are not the enemy of the players. You and the players are working together to tell a story. Making traps to kill them as soon as the enter the dungeon? Not cool.

 

And take advantage of what they do. They like seducing NPCs? Have the NPCs respond in kind. Maybe one of the wenches they're seducing is a spy for the villain. Maybe one of their previous conquests is going to be furious about their having a woman in every port. They are giving story hooks, man, and there's nothing better than when a character's behavior comes back to bite them in the ass.

Link to comment
Share on other sites

Ignore him. With six players, combat's already going to slog. Balance the party with a few good monsters, and maybe a few groups of minions or something to make them feel badass. Remember, a good encounter should be challenging, not impossible, and should under no conditions take six hours.

 

Other general tips: unless you're playing 1st ed. D&D, you are not the enemy of the players. You and the players are working together to tell a story. Making traps to kill them as soon as the enter the dungeon? Not cool.

 

And take advantage of what they do. They like seducing NPCs? Have the NPCs respond in kind. Maybe one of the wenches they're seducing is a spy for the villain. Maybe one of their previous conquests is going to be furious about their having a woman in every port. They are giving story hooks, man, and there's nothing better than when a character's behavior comes back to bite them in the ass.

We are doing a slightly modified 3.5 (They wouldn't let me do 2). I like the monster idea should help with dungeon crawls if rather than a dozen skeletons they can fight one umber hulk or something. Also Thanks for the seduction advice I figured just having a jealous Captain of the guard start a brawl would get cliche after the first barmaid.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

How to support MagneticFerret

Follow us on Twitch and Support us on Patreon!

×
×
  • Create New...