Posted May 10, 2015
I got to be the DM simply because our old DM dropped out, and no one else was willing to take over, so it was either me or no game anymore. At first I wasn't sure if I could do it- I'm a rather shy guy, so being at the centre of thing, and having to maintain a certain degree of control over a group of people does not come easily to me, but it turned out rather well. However, I never got the hang of DMing D&D. We used to play D&D 3.5, but when I took over DMing we switched over to Warhammer FRP 2ed. D&D, for me, just had too many rules, tables, I just knew I won't be able to keep all that in my head during gameplay.
As to curious things I learned during my time as DM- what you expect to be easy for the party will probably nearly kill them, while the big Boss Fight will go way to easily. They will solve quickly what you consider fiendishly hard puzzles, yet to overcome what you have not even considered an obstacle they will come up with the most insane, convoluteted plans. I myself used to do that as a player, and just didn't notice.
And then there is what I like to call The Three Laws of RPG games:
1. Never play against the party. (It's great to introduce some conflict of interests or personal tension, or even racial tension if you've got for example a party with an elf, a dwarf and a half-orc, but when push comes to shove everyone needs to know that the team will work together, and look out for one another)
2. Never split the party. (Sometimes it may seem a good idea. It's not. You will die. At least some of you, maybe all. If you want to see a TPK happen, this is it. I never had a TPK happen to me as a DM, but once it almost did with two out of three players dead, and it was because the split up. And did some other stupid things, but mostly the splitting up thing).
3.Don't play with people involved in a relationship with each other. (Having a couple among your players will likely screw up the party dynamic, but mostly it's to avoid the mess a break up, or other relationship trouble might cause to your gaming group as a whole. I know it might sound like some sexist "no girls allowed thing", but it's really not about that)
As to curious things I learned during my time as DM- what you expect to be easy for the party will probably nearly kill them, while the big Boss Fight will go way to easily. They will solve quickly what you consider fiendishly hard puzzles, yet to overcome what you have not even considered an obstacle they will come up with the most insane, convoluteted plans. I myself used to do that as a player, and just didn't notice.
And then there is what I like to call The Three Laws of RPG games:
1. Never play against the party. (It's great to introduce some conflict of interests or personal tension, or even racial tension if you've got for example a party with an elf, a dwarf and a half-orc, but when push comes to shove everyone needs to know that the team will work together, and look out for one another)
2. Never split the party. (Sometimes it may seem a good idea. It's not. You will die. At least some of you, maybe all. If you want to see a TPK happen, this is it. I never had a TPK happen to me as a DM, but once it almost did with two out of three players dead, and it was because the split up. And did some other stupid things, but mostly the splitting up thing).
3.Don't play with people involved in a relationship with each other. (Having a couple among your players will likely screw up the party dynamic, but mostly it's to avoid the mess a break up, or other relationship trouble might cause to your gaming group as a whole. I know it might sound like some sexist "no girls allowed thing", but it's really not about that)
Post edited May 10, 2015 by Breja