Tips and Advice: TTRPG Week 9


For this, the last week, I will be talking about tips for GMing as well as giving some advice. So, let's get this party started.

The internet is your friend: There are numerous resources out there to help you with rules and advice. Dungeons & Dragons is very prominent right now so there is a bit of difficulty locating info on other games. However, much of the general advice given still pertains to any system. YouTube in particular has a number of good channels. In previous weeks I have mentioned websites for resources; take a look at my earlier posts for links.

5eTools - A resource for D&D5e

How to be a Great Game Master – a Youtube channel focusing on GMing

Don't Stop Thinking – Youtube channel with info on GMing and Call of Cthulhu 7th ed.

Archives of Nethys – resource for Pathfinder

Going the extra mile: I have mentioned before about map programs to help with online play. These can also be used to enhance player experience. Making custom art, or hiring someone to do it, is also a nice touch, as is using a custom soundtrack. For the in-person experience, miniatures and terrain are available. Places like Heroforge for miniatures and Dwarven Forge for terrain are probably the best options but are expensive. On the cheaper side, a washer with a picture glued to a side will do in a pinch. And with a little effort, some glue, and an Exacto knife, cardboard can make serviceable terrain.

It's a fine line between plagiarism and homage: One of the best ways to save time is to adapt an existing work into an adventure or an encounter. Just be sure to make enough changes so the players don't immediately get right through it.

Don't give up: As I've said before, GMing is very time consuming, and sometimes the players aren't appreciative. Sometimes you may just make a mistake, or something just doesn't work well. But keep at it, because with this hobby you can forge some of the strongest friendships and share the best moments.

Take a break: Having said that, burnout is possible. Take a break on occasion, maybe give someone else a chance to GM.

Be prepared to put your foot down: It doesn't happen often, but sometimes a player will become a problem. Ideally, talking to this person will solve the issue, but if it doesn't you will have to be the one to expel the player. This can be tough; this person might be a good friend, but you set the rules for the table. If they are unwilling to follow the rules, you will need to enforce them.

For fun AND profit: For those of you who remember week 5, I was only being half clever. Paid GMing is a thing, and a bit of a divisive one at that. Many people will see this as taking advantage of a problem, as there is a distinct lack of GMs out there. However, for the time and effort a GM will put into prep-work, let alone the time it takes to run a game, compensation isn't out of the question. Wherever you fall on this topic, just remember a few items. One, make it known if you are asking for pay when advertising for a group. Two, don't randomly spring payment on an existing group - it's a good way to alienate yourself and make enemies. Three, get some practice as a GM before going “Pro”. Currently, one of the biggest complaints being made is that people who don't know how to GM charge for what can be charitably called a “lackluster” experience.

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