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 No.227469

I'll be DMing for the first time tomorrow with very little IRL experience in traditional pen and paper RPG's, but the rest of the players have never played at all. We have a nice starter set I got from a con with premade characters and all the tools we need, but I'm a little worried I may make their first game shit. What should I do to prepare?

 No.227473

Step 1: Don't stress. The point of an RPG is, ultimately, to have fun. If you stress out too much or shit yourself at the table, the players will see this and likely smell it. Set the tone.

Step 2: Have a plan for where you want the game to go, but have back up plans and multiple ideas on hand in case the players go off the rails (In my experience, first-time players are more willing to let the GM shepherd them a little, because they're as nervous as you are).

Step 3: This depends on the tone you're going for- but have fun with it. I get very enthusiastic with my descriptions of people and places, and talk with my hands, making motions when I'm describing how big something is and the like. The players pick up on the fact that I'm having fun and tend to be more inclined to enjoy themselves as well.

Step 4. Stickynotes. Stickynotes everywhere in your book for quick reference material. Keep all of your notes handy. Try not to have to suddenly stop the game for five minutes while you try to make a decision. But more importantly- don't be afraid to improvise! If they do something you don't expect, take that, run with it and think fast!

Step 5: If they fail a critical roll or whatever that's needed to advance the plot, don't tell them they fail. Just say it takes them much longer than it would have normally to find the clue or whatever. Normally I'd say let them sink or swim in this situation, but this is their first game. Floaty wings are acceptable.


 No.227477

>>227469

First, you've got to be into it. You should be either the most, or at least one of the most, enthusiastic participants at the table. You absolutely cannot afford to be too cool for school. Roleplay hard, and don't be afraid of looking like an idiot; you're going to have to set an example for them, especially because they've never played. Personally, I'd make sure to have at least a couple funny voices to do. A high-pitched goblin/imp kind of thing is easy and fun, as is a gravelly old wizard or dwarf type. If you can do accents well, that's always a winner. It's not for everybody, and the fact is I suck at impressions and accents, but it establishes that I'm willing to go out on a limb to have a good time. Other people will follow suit when you break the ice and it's clear that they're not going to be judged for acting a little goofy.

Second, you've got to know the rules. Whatever ruleset you use, understand how it works and be at least fairly comfortable with it. If it's a new system you've never done, play around with it a little solo. Run a battle or two and see how it goes (if it's a game with a lot of combat rules). You certainly don't have to be a slave to the rules, or memorize every detail of them, but you do have to know them and be able to apply them reasonably quickly.

Third, have some kind of plan for the session. Maps, encounters, cool situations, plots, NPCs, etc. If you've never run a game before, a pre-written professionally published adventure is not a bad idea, but not essential. If it's a crunchy game with a lot of numbers, prepare at least some monsters and NPCs with the numbers they'll need beforehand rather than pulling them out of your ass on the fly. That said, don't be a slave to your prep work, even (especially) if it's a pre-written adventure. Try to gently shepherd the players toward stuff you've got prepared, but don't force them, and absolutely do not put the kaibosh on any clever/zany/unexpected solutions they come up with just because you didn't foresee them. Maybe they'll try to convert and reform the bandit gang rather than slay them. Maybe they'll blackmail the corrupt judge rather than bring him to justice. That stuff is cool, and it's what makes rpgs great. Roll with it.

Premade characters are not my favorite thing - I want to play the kind of guy I feel like, not what I happened to get. I'd have the players make their own, but premades are fine as long as everybody like their character. Don't force someone to play a character they're not interested in; either have more possible characters prepared than players, so nobody gets stuck with the stale last pick, or help them make their own char if they're not psyched.

One tool I use a lot these days is a name generator, or a big list of randomly-generated genre-appropriate names. When the players take an unexpected interest in some NPC, and he needs to upgraded from nameless extra to supporting actor, I find the name is the hardest thing to come up with on the fly.


 No.227545

Don't worry, as long as you're with the right people you'll all have fun.




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