Subject: I heard the summons for an RPGer
Author:
Posted on: 2016-01-19 05:29:00 UTC

Take it from someone who has been doing this for over 16 years, and has worked with some of the greats and even got a Shadowrun mission published: GMing is hard. Like, I've run six campaigns in the last four years, and three fell apart due to a lack of ideas. (Two are currently running, and the first ran for two whole years before everyone finally decided we wanted to do something else.) That said, here are some tips:
*Draw from your setting's established lore. If your setting is homebrew you've got a bit of work cut out for you, but don't ever be afraid to borrow from other settings. I once ran a Dragonlance game that involved an evil wizard who fled into space using a magical airship called a Spelljammer that I stole from another D&D setting.
*Get your players to give you ideas, but be subtle about it. Ask what some of their favorite fantasy tropes are, or what they'd be interested in the future. Have them come up with npcs their characters know, who you can then use to draw them into the story.
*Don't be afraid to make up utter nonsense on the fly, especially if the players are going in an unexpected direction. If it was good enough for Gygax it's good enough for you.
*Never involve flumphs, your players will hate you.

Reply Return to messages