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Find a DM who can do both

Find a DM who can do both
@rpgmemes

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31 comments
  • I always say: new players should have a seasoned DM, new DMs should have seasoned players (preferably with DM experience) XD

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  • A while back I came to the conclusion that "games for experienced players only" shouldn't be a thing that exists.

    Roleplaying games are, at their heart, about sharing in a story together. At least, thats the version of them that I enjoy. And I've found time and again that people who know nothing about roleplaying games enjoy that too.

    Enjoying stories isn't something we need experience to do. We learn it as children. The storytelling part, that takes a little bit of learning, but if you do things right, if you run the game in the right way, and manage your players in the right way, you'll find that learning process is very, very quick.

    Roleplaying games should have a learning curve that's measured in hours, not years. They should be for everyone, and if you do it right they are.

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  • I love introducing new people to RPGs. It's one of my favourite things. I've even run a how to GM session for an RPG club and helped a new GM run their first few games. That was a fun experience.

    I'd definitely recommend not starting with Anima for a first game system now though.

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    • What system do you recommend for a first game?

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      • Honestly, the system you run for new players should depend on who those players are, their preferences, and comfort levels with related things you can use to judge their preferences. A group of hardcore eurogame boardgamers are going to be a lot more comfortable learning a complex rule system than my in-laws.

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      • I don't think DND or close relatives is as good a first system as people think it is. It's very idiosyncratic. It wastes a lot of time with stuff like "8 is -1 and 14 is +2". But mostly I don't recommend it because at its core it is a resource management game, and that's not what most people imagine roleplaying is about. It will teach people bad habits, or at least habits that don't translate outside of DND + their group very well.

        I like Fate. I think Fate is more intuitive and rewards creativity more consistently. You don't need to read long lists of classes and spells. It does, however, ask for a lot more creative input than DND does. You can't just be "Bob the fighter" and go. But it's a lot more rewarding when it does sing, IMO.

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      • Whatever you and your group are interested in or whatever the GM has most experience with.

        Personally I'd go with Blades in the Dark. It's great for teaching people good roleplaying habits and has advice like: drive your PC like a stolen car. The system is built to run on minimal prep with every pc action pleasing or upsetting another faction in the city everyone is locked in so you just need a few minutes to think before each session to work out what's happening next. It's very player driven and good for practicing improvisation. Plus the setting is instantly interesting (haunted Victorian London meets Venice) and I love flashbacks and clocks.

        Other than that I'd recommend running a pre written module or two rather than making your own setting as it's too easy to fall into railroading players to tell your story.

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  • The story about Jeremy, the goblin lich who just wants to 'make' some friends and takes place entirely in one village and the forest nearby is absolutely as delightful as a kingdom spanning epic of political intrigue and backstabbing!

    The first sounds really nice. I want to play that now. My character will be the village granny. She knits little protection doilies.

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    • @RebekahWSD i like the idea of granny going on a adventure and overcome obstacles with granny behaviour, like feeding the enemy and be just a wholesome charakter. she slaps the bbegs ass with kindness and cookies

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      • granny knows exactly what is going on, and has attained vast magical power specifically so she can lecture the villain and redeem them, recognizing that her doing it will be uniquely effective and appealing to the world.

        "now sonny that wasn't a nice thing to do, i'm going to have to ground you. [CHAINS OF BINDING]"

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  • Newbie campaigns are so fun. For me it feels like a slightly more challenging episode of Dora the Explorer. "The party enters the broken central chamber of the ruin. Meters above, the ruined dome gives little reassurance of its stability. Aligned with the center, and strangely cleared of debris, an obelisk stands alone. Its base marked with an empty receptacle in a diamond shape. The familiar shape yearning for the party's advance."

    In my head: The McGuffin they just picked up five minutes ago was literally described as a diamond, this should only take 25-30 minutes.

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    • Trying to gauge how long something will take your party is an impossible task. I had 90% of the first session of a new campaign get eaten up by an unlocked door with no handle that was just needed to be pushed somewhat firmly. They ended up building a makeshift handle out of debris and accidentally opened the door while trying to hammer it in. I nearly fell out of my chair laughing when they realized that they had never even tried pushing it.

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      • Oh I only GM for my friends, any session I've held online with randos gets mad disrespected. Plenty of friends to indoctrinate into ttrpgs.

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  • I'm not an experienced DM, but am experienced player. Just started DMing a campaign for a group of new/relatively new players and it's incredible. They're having a blast and getting so into it. I've only DM'd a few times before, so this is my first time running a full campaign. A couple know just enough to help the others with basic gameplay and I help with mechanics and stuff if need be. They're not problematic at all and actually have a very good party dynamic going. Can't wait to see how they progress.

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