TheCorsairMalac
2014-04-04, 12:58 AM
Recently I purchased the core rulebooks for DnD 3.5, started playing with a group and decided to found my own. I've got a group of friends and we're meeting regularly to play. They're having a good time, and I'm having a good time. So far no drama... but I want to excel! To make not just an enjoyable adventure, but a super-friggin-awesome adventure.
Normally I'd ask for advice, but individual circumstances are too varied and numerous. What are some places, websites, or methods that will help me learn to be a better DM?
And I love lists so I'll make a list out of them.
The Dungeon Master's Guide. Knowing your way around the core rulebooks is the place to start.
So You Wanna Be A DM? (GITP Thread)http://www.giantitp.com/forums/showthread.php?76474-So-You-Wanna-Be-A-DM-A-Potentially-Helpful-Guide-%28Reposted-and-Updated%29
Slyflourish.com (Some free tips, also sells books.)
Q&A session about players' experience. At the end of a session ASK your players what they liked and disliked. Much wisdom to be found.
Youtube channels of tetsubo57, clackclickbang, DungeonMasterJohnny
Dungeonmastering.com
gnomestew.com
thealexandrian.com
Specific advice is bound to be given, so here's a list of those suggestions as well.
Don't require skill checks for everyday actions. Like ladders. >:(
Give challenges that use the PCs chosen skills. The rogue put ranks in "Decipher Script" because he wants to use it. Let him.
Accomodate player desires. If they want more magic challenges/stealth missions/feats of strength, then build on it.
Don't make NPCs that outshine the players consistently.
Never say no to roleplaying. If the party really, REALLY wants to do something, let them, and let the consequence follow.
Don't be afraid to say no. In rules disputes, the DM is the final word. You can tell them that: "No, a fishing net isn't the same as a combat net."
Allow unexpected solutions to puzzles. Sure, they could figure out the math riddle, OR they could just buff the barbarian for +10 on his strength bonus and tear the porticullis apart.
Give chances for each player to shine.
Avoid favoritism.
Don't overprepare. If you have so much material that you have to cut parts out to end your sessions on time, then you have too much. (Guilty!)
Don't underprepare. Making up an adventure on the fly isn't as effective, is mentally exhausting, and slows the game down.
It is okay to let the players know when they have gone somewhere you don't have prepared material for and ask them to return.
It is also okay to use a random generator to make up something when the players wander.
Some parties need a strong guiding hand to keep them from getting lost in trivial things. Others detest constant quest offers and attempts to guide. Try to learn where your group fits in this aspect.
When a rule is contested, but the reference can't be found quickly, let the players know that: "This is how it will work this time, but I'll look up the details after we finish, and it may change."
It is okay to ban something from your game. You don't have to let the druid train and use twelve attack dogs. Just let him know what issues it would cause, such as slowdown or jealousy from other players.
When you're new, keep adventures short. 2-3 sessions.
Make some fun for yourself too. Take pleasure in your death traps and barbarian chieftains. Balance them to have an honest chance, then play to win.
The rule of three descriptions. Anything you describe, describe with three bits of information. It's not just a castle. It's a castle with (1)blood red banners edged with blue, (2)towers so tall they seem unfeasible, and (3)a drawbridge that has been shattered by powerful magic. He's not just a guard, he's a guard with (1)a massively broken nose, (2)a gross wound visible through his rent armor, and (3)a frighteningly determined gaze.
The rule of three hints. If there is some bit of information which is important for the PCs to know, give it to them three times.
Normally I'd ask for advice, but individual circumstances are too varied and numerous. What are some places, websites, or methods that will help me learn to be a better DM?
And I love lists so I'll make a list out of them.
The Dungeon Master's Guide. Knowing your way around the core rulebooks is the place to start.
So You Wanna Be A DM? (GITP Thread)http://www.giantitp.com/forums/showthread.php?76474-So-You-Wanna-Be-A-DM-A-Potentially-Helpful-Guide-%28Reposted-and-Updated%29
Slyflourish.com (Some free tips, also sells books.)
Q&A session about players' experience. At the end of a session ASK your players what they liked and disliked. Much wisdom to be found.
Youtube channels of tetsubo57, clackclickbang, DungeonMasterJohnny
Dungeonmastering.com
gnomestew.com
thealexandrian.com
Specific advice is bound to be given, so here's a list of those suggestions as well.
Don't require skill checks for everyday actions. Like ladders. >:(
Give challenges that use the PCs chosen skills. The rogue put ranks in "Decipher Script" because he wants to use it. Let him.
Accomodate player desires. If they want more magic challenges/stealth missions/feats of strength, then build on it.
Don't make NPCs that outshine the players consistently.
Never say no to roleplaying. If the party really, REALLY wants to do something, let them, and let the consequence follow.
Don't be afraid to say no. In rules disputes, the DM is the final word. You can tell them that: "No, a fishing net isn't the same as a combat net."
Allow unexpected solutions to puzzles. Sure, they could figure out the math riddle, OR they could just buff the barbarian for +10 on his strength bonus and tear the porticullis apart.
Give chances for each player to shine.
Avoid favoritism.
Don't overprepare. If you have so much material that you have to cut parts out to end your sessions on time, then you have too much. (Guilty!)
Don't underprepare. Making up an adventure on the fly isn't as effective, is mentally exhausting, and slows the game down.
It is okay to let the players know when they have gone somewhere you don't have prepared material for and ask them to return.
It is also okay to use a random generator to make up something when the players wander.
Some parties need a strong guiding hand to keep them from getting lost in trivial things. Others detest constant quest offers and attempts to guide. Try to learn where your group fits in this aspect.
When a rule is contested, but the reference can't be found quickly, let the players know that: "This is how it will work this time, but I'll look up the details after we finish, and it may change."
It is okay to ban something from your game. You don't have to let the druid train and use twelve attack dogs. Just let him know what issues it would cause, such as slowdown or jealousy from other players.
When you're new, keep adventures short. 2-3 sessions.
Make some fun for yourself too. Take pleasure in your death traps and barbarian chieftains. Balance them to have an honest chance, then play to win.
The rule of three descriptions. Anything you describe, describe with three bits of information. It's not just a castle. It's a castle with (1)blood red banners edged with blue, (2)towers so tall they seem unfeasible, and (3)a drawbridge that has been shattered by powerful magic. He's not just a guard, he's a guard with (1)a massively broken nose, (2)a gross wound visible through his rent armor, and (3)a frighteningly determined gaze.
The rule of three hints. If there is some bit of information which is important for the PCs to know, give it to them three times.