What’s your favorite tip or trick for running games?

  • riotinferno@ttrpg.network
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    1 year ago

    Play the game the way it wants to be played.

    Each game has a specific style/way it’s designed to be played. The system is for that specific thing, and usually it’s worth playing through at least a quick start, starter set, or simple module to figure out what that game demands.

    This doesn’t mean you shouldn’t hack or homebrew, but you should keep in mind what the system wants when you’re bolting things on to it.

    • jjjalljs@ttrpg.network
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      1 year ago

      A thousand games of political intrigue and noir detective work run in DND 5e just cried out in terror.

      • dwgill@ttrpg.network
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        1 year ago

        I feel (rightly & legitimately) called out 😭 I literally got two months into my renaissance political intrigue campaign before I discovered Court of Blades. It’s a perfect fit for my interests, but now my campaign is lousy with so many d&d tropes (Tieflings! Dhampirs! Changelings! Dragons!) that I more than likely couldn’t switch systems without home brewing everything out the wazoo 😓

  • dwgill@ttrpg.network
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    1 year ago

    I’m a big fan of @[email protected]’s trick of preparing secrets, clues, or general plot point revelations in advance and without anticipating the context of where or how they will be revealed. That is, you just prepare a list of ten facts or details that will engage the players if and when they learn them, and you improvise how they learn them at the table. It’s great for when a player character unexpectedly goes to the library to aimlessly look for clues, or the PCs start talking with an NPC and you need to drop some nugget of info to make the conversation feel worthwhile.

    https://slyflourish.com/sharing_secrets.html

  • azrendelmare@ttrpg.network
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    1 year ago

    Talk with your players if someone’s unhappy. Don’t be afraid to go meta to talk about things that are causing problems, including for yourself. Seriously, communication can solve so many problems. I was able to stop a player from needing to leave the game by cutting a subplot that was really upsetting him, and was able to reassure another player twice about some things that were triggering them.

    • jasondotjson@cupoftea.social
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      1 year ago

      To counter this: you shouldn’t sacrifice your own enjoyment for the enjoyment of your players. GMing isn’t supposed to be all work no play, and if it is, then you’re doing something wrong. Play and and run what’s fun for you as well.

      • 26hp@ttrpg.network
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        1 year ago

        To clarify, I include the GM as one of the “players.” You’re right, it’s game night for everyone = everyone gets to have fun!

        • lordriffington@aussie.zone
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          1 year ago

          I think it’s definitely worth adding something to that effect when making that statement. It’s easy for people to forget that ‘players’ includes the GM. Changing it to ‘everyone at the table’ could work too.

  • Loki123@pathfinder.social
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    1 year ago

    Mine is: in combat encounters, you want to roleplay the enemies, too. Doesn’t matter which system it is. As the GM, you want to prevent unrealistic tactics from your combat encounters. Match your players’ expectations. A pack of wolves or bandits might be smart enough to employ tactics such as skirmishing in combat or moving around the game board, but a group of mindless zombies wouldn’t be able to think like that. Not every creature is capable of powergaming. I see this mistake a lot from new GMs. This can and will affect the difficulty of your games, and in a system that heavily relies on tactics, might result in an unintentional TPK.

  • KKNvsTheWorld@ttrpg.network
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    1 year ago

    The piece of advice that really got me rethinking how I GM and got me out of the rut of feeling like sessions were me just wrangling my players was:

    -Treat the majority of your prepping as fall back, something you can rely on when it comes to it or crosses that bridge. You’ll be more apt to follow the flow of your players, and if they cross your plans, then you have something to work with.

  • LeVentNoir@lemmy.nz
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    1 year ago

    Give agency to the player:

    Make their choices and decision points clear, and tell them the consequences of each path. You can put anything you like on that path, and they will be fine with it, because they actively chose it.

    “This path is full of bear traps.” “ok.” PCs foot is cut off by bear trap “Well, yep. There’s bear traps here.”

  • Oddball@ttrpg.network
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    1 year ago

    Create a new list of 10 secrets each session that I can pluck and expose to the players during the game. Tip comes from Return of the Lazy Dungeon Master.

  • z0mbiepete@ttrpg.network
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    1 year ago

    Do not prepare a plot. You are not an author writing a story. You want to prepare an interesting world and an interesting situation, and the plot happens when your players interact with it.

    • dwgill@ttrpg.network
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      1 year ago

      I highly respect this bit of advice. It’s a classic. But I have also found it can assume a certain kind of player, and that there do exist players which seemingly desire a storyline they can just follow. They still want to have agency and make interesting and consequential decisions, but I still find them a bit aimless and lost when I drop them in a sandbox.

      In fairness to this received wisdom, I think the phrase interesting situation is doing more work than I have historically given it credit for. It’s not just about it being interesting in the abstract, but (at least with some players and parties) presenting a status quo and then introducing (or threatening) the prospect of changing that status quo. I suppose my tl;dr is that with interesting situations inaction should feel like a meaningful choice. The orphanage will burn down, the criminal will escape, the freedom fighter will be caught. (Ideally, you leave the determination of whether they’re a criminal or a freedom fighter up to the players.)

  • Domille@sh.itjust.works
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    1 year ago

    To have a list of unused NPC names! Best advice I’ve ever gotten! I no longer have NPCs named Car…

  • Nerosus@ttrpg.network
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    1 year ago

    Ask questions of your players to fill in spots in the world, especially when uncertain about if something would be interesting. Tell the story with them, not to them.

  • Skellymax@lemmy.world
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    1 year ago

    Start your first session by rolling initiative.

    I’ve found the whole meet and greet song and dance of the classic tavern intro to be incredibly awkward, stressful, and unhelpful for establishing the game save for highly skilled and experienced DMs

    Opening the first session mid-goblin attack though? Instantly engaging, diverting, and an excellent platform to introduce our heroes.