Subject: So, you want advices.
Author:
Posted on: 2015-09-23 17:09:00 UTC

Be aware that I din't so much GMing, and never in the 4th Ed, the rules were not really appealing to me. However, I think that what I'll say is relevant for all the RPGs.

Your world need to be alive.

The PCs will need a setting with a real background, characters who will deal with them and won't be some extensions of your will, they'll need to care for the world where they will play. I don't know what's their classes, their tastes, but I know they'll quickly stop having fun if the setting is too much generic,if they feel they're interacting with you and not with your world. If it means you'll have to make some changes in-game, then don't be worried. If they're not going immediately for your latest dungeon with all the data you brainstormed so hard, don't be afraid. If it's really an important step of your world they'll eventually come here.
I think it's important too for the players to see the campaign's world change because of their actions, they'll get a sense of achievement, and I think that's important for a campaign. You can even initiate some changes by yourself, provided they're logical, for instance if a goblin horde loses it leaders to your PCs, some ogres and their ogre mage leader could enslave them, then be replaced by the hordes of the lich they're were fleeing in the fisrt place... Your campaign must not be a mere set, it must achieve its own existence.

Morever, never forget Rule Zero : "Have fun, every single one of you".

P.S. : It could feel ridiculous, but check Darths and Droids and GM of the Ring. You'll see what's make a bad or a good GM here.

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