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Gamemasters: what is one piece of advice you would give to a first time GM?

#DnD #rpg #gm #advice

UPDATE: The first time GM is my son. I have given him all of my advice already.
This entry was edited (1 year ago)
whatever you do, at the very least change the canned adventure, and if you write your own, players have the uncanny ability to solve things in ten minutes. Roll with it and move on. If you are running pathfinder or DND, become familiar with the SRD more than the players handbook.
Ask the players what *they* want to do, then adapt.
Youโ€™re supposed to be a fan of the players, not their enemy
relax, running a game isn't as hard as it looks
rules are a (imo very weak) social construct, and the most important thing is everyone has fun. The players are the ones who bring the main characters, conflicts, and determine the general direction of the story. The role of the GM involves a lot of improvisation to make it all work, and provide all the parts between (like the world).
your players will have different degrees of participation that they're comfortable with, and your extroverts will hog the spotlight without thinking about it. I think it's important to find opportunities for every player to show off (without pushing unwillingly out of their comfort zones) so the game isn't just focused on one extrovert
I find it helps to have a general idea of what might happen in a given session, but don't get too attached to your plans happening the way you want them to. If your players really want to send things off the rails in a way you have no idea how to handle, you can call an intermission to give you time to think over how you want to handle it.
if you find you're bad at coming up with new ideas on the spot when your players inevitably surprise you, there's no shame in borrowing ideas from familiar media. Pull in stuff from books or movies or such that you enjoy.
Also the classic writing advice of "if you're stuck have someone bust into the room with a gun" doesn't actually work all that well for GMing in practice, because you'll be quickly made to answer a lot of questions you don't have answers for on the spot.
If you have the urge to GM then youโ€™re already more than qualified. Learn the rules well enough to keep your table moving (especially in combat) but donโ€™t try to know everything. Try to be in the moment and improv as you go - itโ€™s more fun to make stuff up on the day then sweat about keeping them on a determined or prepared path.
don't say no to anything a player wants to do.
nobody knows when you're making shit up, nobody knows when your overly-complex plan for the session has fallen apart, nobody knows if you think you're not prepared at all. And if they did know, they *wouldn't care*. They're just glad to be playing with you!
99% of any problem you face at the table can be solved by talking with your players. If something needs to be cleared up, clear it up.

Always remember that this is meant to be fun for you as well.
One piece? My son has just started GMing for his friends. It's hard to single out just one piece of advice I've given him.

But how about this one: It's not about you: they are the main characters of the story. Let them shine. But that doesn't mean you have to make it easy for them.

At the final battle of his last session, he proudly told me he had PCs down to 1, 2 and 4 HP when they killed the bad guy, so he seems to be doing an awesome job at that part at least.
Comedy Improv training is quite helpful, even the online stuff.
Use a tiny RPG system[1] with a tiny environment ready-made environment[2].
Familiarise yourself with how others[3] run the same environment, then make it your own! You got this.

[1]: System (free). https://yochaigal.itch.io/cairn
[2]: Environment (free). https://v6p9d9t4.ssl.hwcdn.net/html/6466170/BotEk/index.html
[3]: An actual play of the environment (free). https://www.youtube.com/watch?v=e3N4pqHIEwQ
I spent many hours thinking about how to answer your question, here's the story of how I distilled this answer: https://gist.github.com/cognivore/cdadb983a335d17cf1dd1c3b578486cf

(and three bonus suggestions from my experience in mentoring an actual beginner GM).
@jonn This is a great distilled piece of advice.
1. Change the rules when they don't fit what you want the world to be like.
2. Don't stress about balance. Throw too much danger (monsters, traps, big untracked wilderness) at the players, just leave them some room to run if they can't handle it.
3. Let them hire help, but don't give them anyone more powerful or flashy than they are. They gotta do it themselves.
4. Don't tolerate behavior you don't like. In-party fighting, etc. you can just shut it down.
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