Wednesday, September 15, 2021

How to Train your Dungeon Master 101

 So you want to make the LEAP from player to to Dungeon Master....





Here are some of the best tips you will ever find on becoming a Dungeon Master... Sure everyone has theories and think they know what they are doing, but most people are full of crap and useless BS

Am I going to make you the greatest DM ever.. No, but I will give you the tools needed to becoming one. 

What qualifies me to write this? I have trained several dozens of DMs and would trust anyone of them to run any game system for me. I am picky about who I allow to run games for me after several bad experiences in games at Conventions. 

It is an artform and anyone who tells you different is a moron.  

First: The biggest secret is... Not everyone is going to like your game or style. It is OK, we all have different tastes and don't get upset if someone is not happy with you.

(Highlight to Reveal)



I use the Approved Myagi approach to teaching, you may not understand why you are doing something, but then it hits you with the Wax On / Wax Off  moment of understanding. sometimes it takes a boot to the head, click below






NUMBER 1 (This assumes a new RPG system) 

Gather a friend or 2, and make characters.. does not matter what Class / race/ or anything else... The point is to learn how to make them


NUMBER 2  - Run some combat

Pick 1 dozen Monsters of low level, then run a dozen combats with the new characters. This will give you a good understanding of the mechanics and flow of combat. When you have finished with the dozen, you will have learned what works for you and what does not. try to be as descriptive as possible and detailed about where the hits landed and what they did


 NUMBER 3  - Go to the Tavern

Have them enter the tavern and try to find a piece of information on someone or something, or hire someone. This is a prime role playing exercise. Use different attitudes and accents and try to have everyone react differently toward the characters



NUMBER 4  - Run a small adventure

Have them travel to a cave with no more than 10 Rooms and 4 encounters. Give them just enough treasure and small item or 2 of magic. 

NUMBER 5  - Save all discussion until after the game

Do not allow players to argue any rulings during the game, if there is a point of contention, move on and discuss it after the game session and agree how to handle the same thing going forward.  It does not do anyone any good to hash out rulings during the game and every should be adult enough to to accept it and move on.  

(Rules Lawyering 101)


NUMBER 6  - Ditch the Script

Run an adventure with out a written script using only a few notes. This way you learn how to improvise when the player do things unexpectedly (And they will, every time, over and over again). I write for convention modules and when I want to publish or I need a specifically time adventure. but for most of my ongoing games, I just make notes and add them to the lore of the world for later references





NUMBER 7  - Tips

  • You do not get better by watching

  • When you see something that is cool, make a note, use it later


  • You are the manager of Time and Pacing

  • Play with Experienced Dungeons Masters, ask questions after the game

  • Invite experienced Dungeon Masters to play in your games and give you feedback

  • Read, cannot stress this enough.. The more you read, the more you will get ideas to use

  • Watch Movies, pay attention to accents and try them

  • Go Outside on an adventure, get a sense of terrain.

 


The goal of a seasoned Game master is to keep the player guessing at what is coming, even if they know what they think is coming





DISCLAIMER: I do not subscribe to anyone telling anyone how to be a Great Dungeon Master

The best experience for Running any adventure is RUN an adventure. 


There is an ART to being a Dungeon Master. I urge you to discover your own voice and what works best for you. 

And Finally

From The Dungeon Master's Guide, 1st Edition

“It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you, if it goes against the obvious intent of the game.... You are creator and final arbiter. 

By ordering things as they should be, the game as a whole first, your campaign next, and your participants thereafter, you will be playing ADVANCED DUNGEONS & DRAGONS as it was meant to be.”

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Additional information can be found at the following Blog post:

Expanding your DM/ GM Skillset





What elements does it take for someone to be a good DM/Game master?

Decide to revisit this today. 09/15/2021 

This is not advice for the NEW Dungeon or Game master. This assumes you are already running games and looking to get better that the Craft






I have been a Dungeon Master since I was 12 and have honed my skills over the years and have gone through the usual phases:

1: Beginner, clunky and the dungeons were all about fighting, no sense of placement, treasure was           haphazard and rolled on charts  ...
....Every game starts in a tavern

2: Me against the players - Player kills was valued and you threw random monsters at players
 ..Every game starts in a tavern

3: Monty Haul -  You now gave out tons of treasure and regularly fought gods  
..Every game starts in a tavern

4: Adventure over random dungeons - You begin to put thought into the adventure as a whole 
    ..Every game starts in a tavern

5: Building a world - you have a great handle on the rules, you now try to challenge the players rather than kill them. Death happens but it is random
..Every game starts in a tavern 

6: It is not about the combat.. you go to great lengths to drop clues and puzzles into the game. Role playing playing and interactions become just as valuable as slaying monsters
..Every game starts differently

7: Design Junkie - You have all the tools to write adventures for any level and genre. You now are comfortable running games for any group of players. People start to invite you to run games for their group 
..Every game starts Differently

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SO, now for the skills needed to excel at running Dungeons and Dragons and any other Game systems

I am going to break this down into 3 areas..  Skills, Practicals, and Game Time Tips
===============================================================
1 - SKILLS

First, you have to love to read. This is the foundation above all else. If reading is not your thing, do not try to run any games



Second, the ability to soak in material, I am referring to Memory and recall... Reading is good, but if you have to go back to look up anything or read a passage a few times during the game, you bog down the game.

I have been blessed with a wicked Memory.. I can tell you details about where and how we met.. plus facts on any range of subjects. I retain about 90% of what I read or see

Watch lots of movies, does not matter what genre and time the movie was made. This especially helps in timing and suspense during the game. Knowing when and where to use these is crucial

Improvisational skills:  You will need to react and redirect as needed and plans always shift

Creativity... players want something they have not seen before... it needs to be different or appear different

Balance... being able to use rules and set what is occurring, having a logical interpretation of the rules as needed

A Firm hand when needed, not allowing someone to be a rules lawyer if they are disrupting the flow of the game and at the same time allow creativity


From The Dungeon Master's Guide, 1st Edition

“It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you, if it goes against the obvious intent of the game.... You are creator and final arbiter. 

By ordering things as they should be, the game as a whole first, your campaign next, and your participants thereafter, you will be playing ADVANCED DUNGEONS & DRAGONS as it was meant to be.”

======================================================================
2 - Practicals
  • Be organized
  • Bring Extra Pencils
  • Bring Extra Dice
  • Bring note pads
  • have all you notes and handouts ready and accessible
  • Separate table for Roleplaying and for miniatures if possible
I find that if the players are on your side from the beginning, they will accept anything you throw at them or do to them. If I am running a Role Playing intense game, then I usually reserve killing for a bone headed move... 

I have no qualms about killing players, I prefer providing a tough challenge where they may be killed...Players stupidity is the leading cause of death in my games

During the Game
  • Know the Material !!!
  • Be Organized
  • Be Energized
  • Dig deep, be unique
  • Don't be afraid to try it
  • Don't Dream It, BE IT !!!!!


The more you bring the game to life, the better your players will respond. I use lots of different vocals and hand gestures... many people can attest to my horrible Jamaican accent and my equally well done other accents... 


Game flow is important, anything that stops the action or pauses for too long is not helping the players to enjoy the game




3 - GAME TIME !!!

Know your setting:
Have an idea what you are trying to do with each session. Don't be afraid to end at a logical point or where a major clue was give so they can ponder it.

Understand the dice rolls for the game you are playing, or other systems such as playing cards
Many systems use different dice or only a few dice or only one kind of dice like D10s or D6s

Information for one or 2 or a group of players should not be given at the table, if the party splits up do not feel like everyone has to overhear every conversation...  let the players decide what they want to share. Sounds contradictory from other advice I have given, but players can use the time to use the bathroom, get drinks and relax.

Always throw a surprise in there,

  • I like to make players make a random saving throw for no reason.. 
  • Say "Wow, they actually triggered that" and then roll a hefty handful of the same sided dice, preferably D8s
  • Point at a player and say, remember this number, give them a random number and never mention it again
  • mumble and roll dice, then count off the players at the table, stopping at the one you rolled. Ask them for their character sheet, do not explain anything, just make a check next a to a random item or write it down. 
  • Pick up a handful of dice, roll them, then ask everyone for a saving throw, then say "nevermind, it was another corridor"



The goal of a seasoned Game master is to keep the player guessing at what is coming, even if they know what they think is coming




I have gotten so much better at my craft since 1992














Wednesday, September 1, 2021

The Art of Dungeon Mastering at Conventions

Practical Advice for experienced 
Dungeon Masters and Game Masters



Running games at conventions is completely different then running your weekly game. Your weekly game will allow for players to go and do something not planned for, they have more options in the decisions

Here are the top item you need to consider when running a Convention game


  • Is your Adventure unique
  • Is it straight forward (A to B, B to C) or flexible
  • Is the goal obtainable in the time frame
  • Are the Characters Pre Generated ? 
  • Do you have prepared sheets in case the player does not bring one
Every game I have run has been unique from the Search for the ultimate ale, to the Assassins game. I have play tested the games before hand and have a good expectation of time. I have games with each character personality and interaction listed and some bring your own where you have no idea... 

Game descriptions 
  • Does it entice players to play
  • Does it convey what player can expect
  • Does it set the goal, setting, or both
  • Is it Adult material, PG or Everyone

Everyone struggles with this, I can be the best thing ever written and you have 4 people at the table. For example, I went to a con (2015, it has been since 2004 that I attended a con) and ran a game that was highly popular at previous cons I attended. I used the same script I have used in the past 

AD&D- So you think you have an Attitude!
Only Dwarves need apply... 13th-15th level... bring your own or be issued a generic.... The followers of the God of Attitude and Drink are sent on a quest.
Beginners welcome.
Age 13+ please.
Pregenerated characters provided.



I actually have 7 people signed up but 4 of them bailed to play in other games.  This was one that was always talked about in previous conventions, People would come up to me by late Saturday night and ask me to run this for them. When i was doing conventions 2-3 times a year, I always filled my games in the first couple of days

AD&D- AAAAHHHH
Pregen Characters Provided... I promise a truly Epic adventure that will generate stories for you to tell in the tavern
This features some of the greatest concepts and Role Play that I have ever put together.  The characters provided are all high level
and saying anything further goes would ruin the integrity of the game.
Age 15+ please.

ONLY Pregenerated characters provided.

I consider this to be one of the best adventures ever written, but I wanted this to be mysterious... Everyone who has playing this has raved about it, it has never failed to be less than epic


Typical times for playing are: 
  • 2 Hours (Mini Slot)
  • 4 Hours (the typical amount of time)
  • 8 Hours (Double Slot)
I prefer 4 hour slots because I can run more games, typically, I do 2-4 games a day - 8 AM, 12 PM, 4 PM and 8 PM... sometimes a 12 AM.. .

Your Responsibilities as a DM / GM / Storyteller / Animator / Ombudsman
  • Be on time
  • Be organized
  • Bring Extra Pencils
  • Bring Extra Dice
  • Bring Additional Characters
  • Bring Character Sheets
  • Bring note pads
I try to plan as if someone is walking by and at the last moment decides to play. I do not lend dice easily but I keep 3 sets with me that are expendable and losing them is no issue (You will lose dice and gain dice at conventions if you run games, it just happens)

In Addition, I always try to do the following:
  • Have water and Ice Tea available at the table
  • Napkins, always needed
  • Gum or mints or packets of skittles
I find that if the players are on your side from the beginning, they will accept anything you throw at them or do to them. If I am running a Role Playing intense game, then I usually reserve killing for a bone headed move... 

I have no qualms about killing CHARACTERS, I prefer providing a tough challenge where they may be killed...

During the Game
  • Know the Material !!!
  • Be Organized
  • Be Energized
  • Dig deep, be unique
  • Don't be afraid to try it
  • Don't Dream It, BE IT !!!!!
The more you bring the game to life, the better your players will respond. I use lots of different vocals and hand gestures... many people can attest to my horrible Jamaican accent and my equally well done other accents... 

I have all my notes ready to go and it is a simple tear of a centimeter to hand it over...

Game flow is important, anything that stops the action or pauses for too long is not helping the players to enjoy the game

My goal has always been to have the most talked about game at the convention, if they are talking about it and people are standing around watching the show.. then I have done it.

If the players do something that truly amazes me, then i feel i have inspired them...


REMEMBER - It is all about the Players and the TPK


This was originally Published in August 2015... Minimum Updates have been made to the above

ADDENDUM:
With this being the time when everyone tries to give their take and posting blogs with similar titles to mine...  

I find them to be fluff pieces, tossing about names and thoughts but lacking substance and the Practical BS needed