Know The Rules
First off, make sure you know the
exact rules and rulings which you plan to enforce within your campaign. Nothing
is worse than a DM that's says "Hold on, I'm not sure, give me a second".
This inevitably causes your players to become bored with the game. This is
the number one reason why would be great players, decide they would rather
do something else than play another dull game with the DM who thinks he knows
everything. First impression is everything if you want to keep good players
and excited gamers. Read all the source books you can read. Most importantly
the DMG, PHB, Monster manuals, Tome of Magic, and the Unearthed Arcana.
The Basics
The second thing I should mention
is the basics, yeah the basics. Get good at running a basic game! Start out
with a few races, a few classes (fighter, Cleric, Magic-User etc..) and a
simple plot for the PC's to figure out and conquer. Don't get all flustered
by adding to many unique races, classes, rules and plots into a game too fast.
Simple is fast, fast is fun!
CLOF
This leads me into the next "DON'T
DO DM" situation. Most DM's suffer from chronic lack of flow syndrome,
also known as CLOF! Yes, CLOF is a DM's greatest enemy. Most DM's can't run
good game sessions because their to busy reading monsters, looking up rules,
debating situations etc... This will only lead to you, the DM sitting alone
in that dark room wondering why everyone feel asleep. Do you blame them? NO,
it's your fault. Make sure you always take general notes before the game starts.
Here's what I write down (always!);
- Monsters encounters (or encounters
in general), the possibilities of each encounter, the number appearing, the
weapons they use (if any), the treasure they have (if any), their alignments,
XP value of each monster, dmg attack, spec attacks, spec defenses and any
other small details that keep monster manuals closed.
- All the plots that could swing the
game in different directions. More detail the better.
- All Adventuring NPC's, same for
these people. The more detail the better......NPC's are what give the game
life.
- A complete list of magic items,
treasure and monetary that might be available to PC's during the adventure.
- Sketch out any maps that may make
explanation faster and easier, visualization can NOT be replaced
Don't Argue!
OK, onto the next "DON'T DO DM"
rule. Don't argue with your players! This must be practiced with caution.
As the years pass and your DMing skills become finely tuned, you can enforce
this rule with much greater efficiency. At first it will be hard, not to smash
Jeremy in the face cause he has no idea what undead clerics can and can't
turn etc. However if your not sure then you better make sure for the next
game session. Make a call, don't back down from your decision unless you have
no recourse. A weak DM will get pushed into doing things they don't really
wanna do. It's better to make the call, then study up after the game and see
if you made the right one. Keep the game going, fast remember......other players
wanna play too!
However, DM's are often confronted
with the LOD (Life or Death) situation. Yes there will be times where the
player who is about to lose his character, because of the DM's judgment will
argue to the bitter end that he's right and your a moron. In this case the
DM should call a time out, read up the rules fast and let others go to the
bathroom etc....Or! Put your nose to the grindstone and make your ruling based
on your DM credibility. Then if your wrong, your wrong and you just learned
a very valuable lesson. Yes, DM's are human. If your right though, you just
moved up one point on the DM scale and your players will have more respect
towards your future judgments.
Arguing Players
Got a player who loves to argue? Well
here's how to fix his/her little red wagon. Every time this player refuses
to play on and except your ruling. Prove him wrong and dock experience. Yeah,
take 1,000 XP off every time they argue. That will force them to become better
players. They will learn to keep their mouths shut, because if they don't
they will be first level, while all the other PC's will move on and become
successful adventurers. ALTHOUGH YOU MUST KNOW YOUR RULES WELL! Try to save
all arguing for after the game. This is often the most desirable way to discuss
rules of the game. Remember the DM's word is final
Creativity Within
the Game
Creativity is a wonderful thing. If
your not very creative then don't DM, stick to playing the game instead of
trying to create something your not capable of. If you do think your creative,
make your games fun, make your players think, make them wanna play again.
If all you do is say roll, OK, roll, yep, OK, roll, OK, yep, got yeah, cool,
roll, 10 dmg, roll, 7 dmg etc......then your not playing AD&D right. AD&D
falls in the role-playing section for a reason. Roll-Playing means to act
out, to express a characters actions and intentions. If this is not in your
game then why play.......get those players to give you feedback. Give them
feedback also. Don't say "hit, you take 7 dmg" say " Drax,
while attempting to launch yourself over the Ogre's mighty axe, an arrow which
came from abroad whistles through the air, plunging deep into your upper arm,
causing blood to soak through your armor, you suffer 7 dmg".
Explain your settings in the same
manner. Let your players know where their at, explain with great detail their
surroundings. Don't say "you walk into a room, it's 12' by 20', with
a door on the western wall" something more appropriate and creative would
be " you kick in the rotted door to find yourself within a cold, damp
room. The floor is made of a red encrusted clay, while the walls and ceiling
resemble that of simple stone. Moss grows down only the western wall, a faint
breeze can also be felt coming from within, perhaps from the door also located
on the western wall. As you take your first step, a squishing sound is heard,
it's liquid. Your foot presses into a thin layer of water which you now notice
on top of the clay floor. What next?" Get it........doesn't that make
you excited, yeah that's what I figured.
Two Characters
"Can I play two characters?"
Sound familiar?.....Yeah! well don't let this happen. Almost every player
will favor one character over another. If you believe them to be good enough
to handle to characters, don't let them anyway. If their that good they only
need one. Over the last 14 years of my DMing career I have only let one person
play two characters simultaneously and that was due to the two characters
bumped into each other. Although I quickly separated the two and moved the
game on. Most players won't be able to handle this effectively, thus slowing
the game and removing the fun, exciting pace.
Ratings System
Got a player who advances his character
in levels just as fast as the rest do, but they don't deserve the benefits.
Here's your answer (once again first edition rules!). It's called the rating
system and I use it extensively. It prevents the fighter who swung his sword
a million times, hit the monster once and advanced a level in the same amount
of time that the fighter next to him, who swung his axe a million times and
hit every time Who do you think should get the level? You got it! Here's how
to make the two fighters advance at different speeds. Give them ratings after
every major event, game session etc. Here are the 1st edition ratings commonly
used in AD&D.
- E = Excellent, S = Satisfactory
- F = Fair, P = Poor
Use those ratings. Every time a character
discovers an important piece of the plot, solves a riddle, hacks a monster
down himself. Give them a good rating. Every time a character sets off a trap,
kills an innocent, hits a fellow party member, avoids taking part in major
events. Give them a bad rating. E being the best rating, while P indicates
the worst rating.
Now every time a character earns a
level, check and see if they have 3 good ratings (E's and S's) and not a pile
of bad ratings (F's and P's). If they have 3 good ratings above and beyond
their bad ratings then grant them the level. If they don't have at least 3
good ratings then explain to them that the character has attained the experience
required but lacks the knowledge, talent and general skills needed to breach
the levels requirements. In other words, they need to learn how to play the
character better to advance in level, not just hope they hack down monsters.
P ratings cancel out E ratings and
vise versa, F ratings cancel out S ratings, thus making it easier for the
DM to keep track of. *NOTE* make the players write these ratings in ink, not
pencil. Then they can't mysteriously change. You may also wish to keep track
of all the ratings you award.
That concludes DM
Tips and Tricks part 1