Well, +Ripper X started it on his blog over here. It's a fun idea for a post (thanks, Ripper!), so I thought I'd take the opportunity to post a little something myself like that for you guys to ponder on this weekend: what's the things you'd like to have known for your first game(s)? Comment them, post them, share the love wisdom! Here's my (very personal) take on the question:
- People are strange. Or in other words: no campaign construct, regardless how elaborate, will survive
enemyplayer contact.
- Let the players talk and take them serious. DM makes the pitch, players run with it. Or: you give the motor, they give the fuel and you'll never run out of fuel for the game if you let them talk. It also gives you room to plan ahead!
- About those pitches: always let your agenda have agendas. Think moves ahead in your game, like you are supposed to in chess.
- Never pitch the problem itself, let it manifest. Letting the players realize the problem is half the way of getting them to solve it. Give it all room and time to unfold.
- One of the first things that will happen, is that you describe a little strange fact on the side and the players will jump on it as if it's the first crucial clue in the mystery that is life itself (42 ... just saying). It'll happen. Don't be annoyed, run with it, push it even, quote it later if you can.
- As a matter of fact (and it deserves a point on its own), little strange things make a narrative tick, be it some strange NPC behavior, a weird character idea a player has, some unexplained magical effect or just a random, puzzling thing the players find on the dungeon floor or hear or smell or feel ... have some of that ready if you can (and chose them according to the atmosphere you want at the table).
- Keep the players on their toes. It might be one of the most difficult things to do in the beginning, but never (ever!) let them have no problem to solve. Throw something strange at them if things get idle ... see above. A good way to keep the ball rolling is adding little problems to problems that are already in play.
- About being idle. Be ready to get your game derailed as soon as players don't feel engaged anymore. There is no evil intent behind it, the freedom to do anything you want is just scary like that.
- Randomize everything. You'll never be more concrete in your ideas than you are after letting go of the illusion of control. DM tools are there to help you and free you.
- We have a tendency towards harmony (I have, anyway) and I think it can be kind of hard to give disharmony room in the game. Not on a social level, but in the narrative. What I'm trying to say is, don't jump on the obvious and satisfying solution that emerges in a session but think about the implications first and let the players be the force to establish (short term) harmony with their decisions.
- Don't care about your non-player characters, make the players care instead.
- And finally: NEVER let discussions (about rules or politics or any other topic not relevant to playing the game in the moment they occur) bring the game to a halt. Resist the urge to join the fray and put a stop to it as firm as you can and rule what needs to be ruled to solve the thing on the spot. Then move on. You should always give those issues room to get discussed after the game or during pizza break or whatever, though (unless it's a poisonous topic, then kill it right where it sprouts).
I aimed for 12. Maybe I'd come up with more if I'd think harder about it. And it seems that the things I missed are mostly about the skills we need to be aware of to "work the crowd". Anyway, friends and neighbors, please feel free to comment and share your thoughts about it. And if you have a blog (or any other means to contribute!), please do so ... make it a community thing :)
Now +matt jackson followed up with a nice piece on his blog (bandwagon!).
Now +matt jackson followed up with a nice piece on his blog (bandwagon!).
And +Eric Diaz is with us now with this great collection of advice on his blog (rollin', rollin', rollin' ...)