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  3. Which are (some of) your favourites GM-tips/technique ? And how do you use-them in your games ?

Which are (some of) your favourites GM-tips/technique ? And how do you use-them in your games ?

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  • susaga@sh.itjust.worksS susaga@sh.itjust.works

    I found a map-making site that is, let's be honest, shit. The maps it makes can only ever be "good enough", and never great. This means I don't waste time trying to make them great, and can actually finish the dang things. Plus, if the players decide not to go to the noble manor, then it's no big loss.

    This idea goes for a lot of the game, actually. If you spend less time on the story, then it's no big loss if the plot takes a tangent. And they probably weren't going to be as invested in a forced narrative as they would be for something more organic.

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    angrycommiekender@lemmy.world
    wrote on last edited by
    #7

    When I first started DMing as a kid, my dad told me the best thing I could do to prepare was just know the whole world. He then told me about an adventure he was running where the players, for literally no reason, started digging in the middle of a tunnel. There was a whole dungeon set up for them ready to explore, and they went 50' into the tunnel and started digging their own tunnel.

    susaga@sh.itjust.worksS 1 Reply Last reply
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    • A angrycommiekender@lemmy.world

      When I first started DMing as a kid, my dad told me the best thing I could do to prepare was just know the whole world. He then told me about an adventure he was running where the players, for literally no reason, started digging in the middle of a tunnel. There was a whole dungeon set up for them ready to explore, and they went 50' into the tunnel and started digging their own tunnel.

      susaga@sh.itjust.worksS This user is from outside of this forum
      susaga@sh.itjust.worksS This user is from outside of this forum
      susaga@sh.itjust.works
      wrote on last edited by
      #8

      I think better advice in that situation is to find players who want to play the game you're running. It might be fun to make a tunnel-exploration campaign, but I'm running that dungeon over there. We'll do the tunnel thing another time.

      Also, to rephrase your dad's advice, know enough of the world to be able to add shit where you need to. I don't even know if the world is round, but I don't need to. If the players are in a church, I'll make sure to know the popular religions in case I need to roleplay as a priest.

      mousekeyboard@ttrpg.networkM 1 Reply Last reply
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      • susaga@sh.itjust.worksS susaga@sh.itjust.works

        I think better advice in that situation is to find players who want to play the game you're running. It might be fun to make a tunnel-exploration campaign, but I'm running that dungeon over there. We'll do the tunnel thing another time.

        Also, to rephrase your dad's advice, know enough of the world to be able to add shit where you need to. I don't even know if the world is round, but I don't need to. If the players are in a church, I'll make sure to know the popular religions in case I need to roleplay as a priest.

        mousekeyboard@ttrpg.networkM This user is from outside of this forum
        mousekeyboard@ttrpg.networkM This user is from outside of this forum
        mousekeyboard@ttrpg.network
        wrote on last edited by
        #9

        I don’t even know if the world is round, but I don’t need to.

        The players will find a way to make you need to.

        susaga@sh.itjust.worksS 1 Reply Last reply
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        • Z Ziggurat

          Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art.

          All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your game

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          trumble@sopuli.xyz
          wrote on last edited by
          #10

          Use every opportunity to turn planning into information gathering.

          I try to use every opportunity to stop the planning "phase" of the game and go to the information gathering before continuing the planning. This can be pretty much any unknown that the characters bring up, like some if -statement in their plan, some fact they are unsure about etc.

          The information gathering might be anything from a simple skill check to a full adventure and after that we go right back to the planning.

          This has removed a lot of planning hours that wouldn't have had anything to do with the situation they are going into.

          ineedmana@lemmy.worldI 1 Reply Last reply
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          • mousekeyboard@ttrpg.networkM mousekeyboard@ttrpg.network

            I don’t even know if the world is round, but I don’t need to.

            The players will find a way to make you need to.

            susaga@sh.itjust.worksS This user is from outside of this forum
            susaga@sh.itjust.worksS This user is from outside of this forum
            susaga@sh.itjust.works
            wrote on last edited by
            #11

            No, the world is enormous and you only need to worry about a small part of it. There is literally nothing over there, and no reason you'd want to go there. The game is over here. Leaving this area is the same as leaving the game, which you are free to do.

            A 1 Reply Last reply
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            • D datorie@lemmy.world

              Wow, you guys are actually giving really good and useful advice.

              I was about to comment “When one of my players asks whether they can do something completely unreasonable I look at them, roll a D20 openly on the table and without checking the result, say ‘no’”

              But now I just feel bad 😄

              Ross WinnR This user is from outside of this forum
              Ross WinnR This user is from outside of this forum
              Ross Winn
              wrote on last edited by
              #12

              I was about to comment “When one of my players asks whether they can do something completely unreasonable I look at them, roll a D20 openly on the table and without checking the result, say ‘no’”

              Oh, GM Fiat... I always preferred the GM Camaro, but you do you... 😉

              L 1 Reply Last reply
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              • Z Ziggurat

                Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art.

                All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your game

                B This user is from outside of this forum
                B This user is from outside of this forum
                bradorsomething@ttrpg.network
                wrote on last edited by
                #13

                Let them look cool.

                Too much time is spent working around the players’ abilities to make a fight challenging. Some fights should look hard but have a player ability break them. Let them use the powers they earned.

                This slightly ties to the idea that the game is not the players against the DM, it is the players against the world, while the DM narrates.

                1 Reply Last reply
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                • Z Ziggurat

                  Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art.

                  All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your game

                  Z This user is from outside of this forum
                  Z This user is from outside of this forum
                  🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦
                  wrote on last edited by
                  #14

                  For depth in world-building I use a rule I call "Y-cubed". (I got it from somewhere else but can't recall the source anymore.)

                  For every detail you make, you ask the question "Why" three times.

                  So a village the characters have reached stop all work every 77 days for a festival. Why? It celebrates an ascended local hero who saved the village from a magical blight. Why 77 days? It took 77 days for effort for the blight to be defeated. ... And so on.

                  This is a rapid way to both build depth in your setting quickly, as well as inspire possible mysteries and intrigue for investigation later.

                  A slight modification works also for giving NPCs depth.

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                  • System shared this topic on
                  • Z Ziggurat

                    Many of us, have read GM-sections in RPG, RPG blogs, forum discussions, and sometimes books about the storytelling art.

                    All of these contains tons of interesting tips/techniques (and some will contradict each other, you don't GM a gritty mega-dungeon and high-school drama game the same way), so I am curious which ones are your favourite and how do you use them in your game

                    Z This user is from outside of this forum
                    Z This user is from outside of this forum
                    🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦
                    wrote on last edited by
                    #15

                    Read George Polti's The 36 Dramatic Situations. It's a list of plot elements that have a snappy title, a list of participants in the plot element, a brief discussion of how it works, and then (unfortunately dated) references to dramas that used them.

                    Using this when building a world, or a campaign, or a local setting, lets you quickly set up a bunch of conflicts (ideally with interlaced participants so that single NPCs (or PCs) can be in different roles in different dramatic situations. Then you just let the events flow logically, and as the dramatic situations get resolved you get a plot. PCs can interfere with these dramatic situations and thus have an impact on resulting plots even if the overall setting is far larger than they are.

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                    • Ross WinnR Ross Winn

                      I was about to comment “When one of my players asks whether they can do something completely unreasonable I look at them, roll a D20 openly on the table and without checking the result, say ‘no’”

                      Oh, GM Fiat... I always preferred the GM Camaro, but you do you... 😉

                      L This user is from outside of this forum
                      L This user is from outside of this forum
                      Fonzie!
                      wrote on last edited by
                      #16

                      What's... What's GM camaro?

                      1 Reply Last reply
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                      • hipstertenzero@dormi.zoneH hipstertenzero@dormi.zone

                        The players won't care about how pretty you make your maps. Make them functional and ugly, and you'll save up so much time for other prep.

                        K This user is from outside of this forum
                        K This user is from outside of this forum
                        kapitine@feddit.nl
                        wrote on last edited by
                        #17

                        Also make maps that people in universe would use, not a god or modern satellite images. Romans used maps that showed main roads and villages, why would a random adventurer need a super detailed map with borders on it.

                        1 Reply Last reply
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                        • Mr. Omgits JafoM Mr. Omgits Jafo shared this topic on
                        • susaga@sh.itjust.worksS susaga@sh.itjust.works

                          No, the world is enormous and you only need to worry about a small part of it. There is literally nothing over there, and no reason you'd want to go there. The game is over here. Leaving this area is the same as leaving the game, which you are free to do.

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                          A This user is from outside of this forum
                          angrycommiekender@lemmy.world
                          wrote on last edited by
                          #18

                          Well.... That doesn't always go the way you'd want it to go.

                          As this "short" session shows.

                          1 Reply Last reply
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                          • T trumble@sopuli.xyz

                            Use every opportunity to turn planning into information gathering.

                            I try to use every opportunity to stop the planning "phase" of the game and go to the information gathering before continuing the planning. This can be pretty much any unknown that the characters bring up, like some if -statement in their plan, some fact they are unsure about etc.

                            The information gathering might be anything from a simple skill check to a full adventure and after that we go right back to the planning.

                            This has removed a lot of planning hours that wouldn't have had anything to do with the situation they are going into.

                            ineedmana@lemmy.worldI This user is from outside of this forum
                            ineedmana@lemmy.worldI This user is from outside of this forum
                            ineedmana@lemmy.world
                            wrote on last edited by
                            #19

                            FWIW, I have never managed to achieve that fluently. To elegantly switch from "sitting around, planning" to interacting with the world. Retrospections are the only way that works for me

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