kdresser wrote:Hey all!
I've never GM'd anything, but I'm planning on writing up a One-Shot or two for interested friends (or a pre-written one) and potentially running longer campaigns in the future as an LM. These will likely be in-person. I anticipate my first run will probably be The Marsh Bell or something. I own printed copies of Rivendell and Lake-Town supplement as well as the hardcover and pdf of the Core Rulebook.
I want to know what your personal campaign assembly process looks like. Answers could include: Do you usually use pre-written adventures or original plots with seeds from the supplements...etc?
Alright, I run two ongoing Play-by-Post games, and play Face-to-Face on occasion (our group has two GMs... the other one is running a long-form campaign in D&D5e every other week and then I do something else on alternate weeks... could be TOR, could be Doctor Who, could be other stuff).
One PbP group is currently playing through Darkening of Mirkwood. The core of the group went through Tales from Wilderland as well, so we've been playing for a while (about three years real time and we've gone from 2946 - 2953 in game time). I call my version of Darkening the special extended edition, though I'm not really actually extending anything. I just work through the written material and try really hard to make connections between the NPCs. Sometimes these connections are explicitly in the material, sometimes they're something that I see reading between the lines, or something that just makes sense as the group plays through. Finding this ability to let things be in flux until they appear in the game is something that is very hard for new LMs to do... I'm not sure that I have any super special advice on it, other than to be super responsive to your players and don't be afraid to call a time out. Tell them "hey give me a minute, I want to think this through before I answer that question". Everyone will understand.
The other PbP group is playing through their own campaign... it started as a playtest of Theft of the Moon, continued into a playtest of Heart of Winter and then we followed some character threads (player generated, not mine) over (and into) the Misty Mountains, went to Rivendell, then Bree and the Old Forest (looking for Gandalf), then up to Fornost Erain, back to Rivendell and we're currently in Angmar. All of that has been pretty much character driven... I gave them some options, they've made choices along the way and each of those choices have led to other choices. I only stay about half-a-step ahead of them, which means that the campaign is very responsive to them. The downside is that it can sometimes seem like everything is static... since I don't have any over-arching goals for the big bads, they pretty much just react to the heroes, which is not ideal.
Do you copy and paste things you like from PDF's or do you take notes using the printed books?
When running face-to-face, I try to have the main game there with me. I rarely use it (except for the Hazard table) but it's there.
Running PbP has spoiled me somewhat... I currently have all of the rulebooks within arm's reach (and the digital equivalent as well), as well as all of the primary source material, Noel's Languages, Tyler's Companion, and Fonstad's Atlas. Plus Google. This actually made a worse face-to-face LM (which I've made a concerted effort this last year to correct)... playing PbP you always have a chance to double-check yourself. Also, you have to hit the high points.... if you dwell on something, then days can go by and people can get bored.
When I'm writing, I usually have all that stuff available as well. I tend to iterate through an adventure, doing broad ideas first and eventually getting everything filled in.
Do any of you who LM in-person even bother getting the printed books? What benefit does that give you the PDF doesn't?
I do have all the books. I find that I'm often faster searching the physical books than the PDFs, since there's muscle memory, and the idea that you can flip through the book and get a sense of where something is. Load times for reality are also faster than PDFs (at least sometimes).
How do you plan for variables from your main plot-line? How prepared are you for these variables?
The best adventures are ones that create/define a situation and then place the heroes in a position to interact with that situation. In other words, there's something that has happened, the heroes become aware of it, and then you let them loose. Of course, prepared adventures have to give you ideas about what might happen when the heroes interact with the situation.
A starting adventure might be okay with being more linear... Theft of the Moon is this way, as is The Marsh-bell and Don't Leave the Path. When folks are just beginning to figure out how to roll the dice, read the results and manipulate the character sheet, a big branching storyline might not be the best. However, you do want to get them into a more open adventure relatively soon. Kinstrife and Dark Tidings is a good example of this (as is Heart of Winter, but my slackitude means that there's not a final version to point you at yet).
The players will surprise you. It is quite alright to call for a pause and take a few minutes to think things out. It is also okay to tell the players "hey, this adventure doesn't seem to really have anything about your idea. We can break for tonight and I can come up with something for next time, or you could do
X or
Y, both of which are in the adventure and we could keep going."
What's your best advice for a new LM?
Have fun! Be a fan of the players (you're not trying to beat them, you are just creating a challenging situation for them to interact with). And don't worry... you will make mistakes. Everyone does. Just call yourself out, and learn from that mistake. Doing so will make your players trust you more, and help them learn the game too.
But as Rich said, mostly just try to have fun. After all, that's why we do this.
Looking forward to hearing your thoughts.[/quote]