by Polerno » Mon Nov 02, 2009 9:02 pm
First suggestion for any new DMs, obvious as I know it seems to many of you, DON'T RAILROAD. If you get to creative and caught up in your story arc you'll have to rely on your players to follow what you want them to do, and they almost never will. Players can tell very quickly when you're trying to force them down a certain path, and no one fights a story harder or can ruin a game faster than a player who thinks you're trying to trick/trap them into doing what you want(and btw, you'll never justify getting them to do what you want anyway, players will poke so many holes in your story and reasons that they might do something that even if they do it you'll wish they hadn't because its now a ridiculous caricature of the awesome idea you thought you had). So play it loose, get used to the idea that this isn't a videogame, and just because it would be really cool if you could pull off the epic story in your head through D&D, doesn't mean that your players won't come up with their own stuff that can be just as cool and interesting. If players help form the story then they get the feeling that they have some control over their own destiny, so when it comes out really cool they feel like they helped make it happen. This can lead to some of the most interesting and amusing storylines around, sometimes even you'll like it better than what you thought you were going to do at the beginning.
Have a few hours of story and fights ready when you get to the table, and a goal of where you'd like the quest to finish, and then let the players figure out how they get there. I have to say there is nothing I've found so satisfying as seeing the looks on players faces when everything they did to get away from where they thought you were trying to lead them ties right back around into them accomplishing exactly what you wanted them to(it's hilarious). Well... thats not true. The single most satifying experience I've ever had a DM was listening to my players brag about how awesome the stuff they got to do in my game was(btw, thank you so much to my player who lightning b**ch slapped a black dragon to death). That will warm the cockles of even the coldest heart.
Not that I'm in anyway suggesting not to plan out a story, if you don't have some goal out there, and an easy way for them to progress towards it, then they they'll just tend to wander off and never get anything done, which isn't any fun for anyone. Know your world and the motivations of at least a few of the NPCs in it, have a few back up NPC perosnalities you can slip into just in case someone decides to slap the barmaid on the a$$ or go try and pick up rumors from the general store owner, and know the world around what you're dealing with.
As the DM you make the entire world, all the monsters and NPCs and gods and everything else in it, then the players come in and start mucking around in it. Don't try and rigidly control your own world either, just let it flow in response to your players, its ok to make small adjustments and changes to suit the game, but don't start bending space/time/causality to fit the way you want. That way lead to holes, and the discovery that some of your players are brilliant in fields you were never aware of and will start making checks to disbelieve the world. That can only end badly, because you really need the players on your side. The good players who want to be there will put in enough that they'll start off on your side and you'll have to try to get them to fight you, the bad/annoying ones will take great pleasure in tearing you apart and making you feel stupid, unless you start off making them happy and giving them a reason to want to help you.
I guess the best summary of all of this I can give is this, play it loose, its a game being played for fun not the end of the world, and if it is the end of the world the nyou can always make another one.
I apologize for the huge blocks of text, but having read through this again, I can't bear to change a single word. I've tried to break it up a bit without making it really confusing, don't know if I succeeded, maybe I'll try again when I'm not so tired.