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Monday, 14 June 2021

For The NEW Fantasy World DM/GM/Referee... Short Guide of Setting up the game

 

Friends, who finally decide to delve in the Mastery of Creating a Fantasy RPG group, as the DM/GM.

As this will be your first time in refereeing a game, I hope you might consider a lot of guidance here.

 

1: Your first game only needs to consist of 3 key things.

  •          A location (town/hamlet/village/keep) for the players to re-supply and become “known” as they increase their reputation.
  •          A location (caves, ruins, dungeon, complex) that players can gain loot/items and experience.
  •          A list of side-ideas (competing parties, mini-encounters, reactive ideas on what happens at either locations) to fill in the journey between the 2 locations above.

For the First bullet point, you don’t need any more than this to start. Your Focus will be creating believable NPC’s, listing their mannerisms wants and needs is handy, and a simple physical description.
DO NOT MAKE PC-NPC’s 
You are a DM/GM… you are not a player, never make yourself a PC in the game. DON’T… seriously DON’T.

For the Second bullet point, make the looting grounds interesting, and for the sake of sanity, make it the only “known” location of mystery for the party… you will learn quickly that your own mouth is your worst enemy.

The Third bullet point is BROAD and redefines itself as the game progresses. Players may develop relationships to both locations that may create re-occurring enemies (even in town) and interesting drama for the trips between the 2 locations.


2: Once again, to be clear, as the definitive Master of the world, your MOUTH is your own worst enemy.

  •         The players MUST know of the looting location, for now it should be the only location.
  •          Listen to your players as they play… IMPORTANT
  •          Stay consistent.

The opening game session, the players must have some implied goal, it’s usually “Loot location X” to become stronger. And this must be clear to the players. If it isn’t, then the players will run around, annoy the NPC’s and end up burning down the starting location to cover their crimes.

Make sure the characters are ALREADY equipped. This stops the first session devolving into a shopping session. It’s best to prep the player as they create and equip their character (buy stuff that will set your player up for a cave exploration, or wilderness exploration or castle heist…)

START the players leaving town and on their way to the looting-location, the party can develop on the road trip, and there will be PLENTY of time for shopping/carousing with NPC’s when they return from the action... with REAL stories to tell of their exploits, not just made-up pre-character background.

Listening to the Players lets you know what they like or don’t like in the game. Sometimes players come to conclusions about the locations that you might want to steal (and twist). After all, let them feel the gratitude of knowing they were right all along, when you can. They might have a love for certain types of explorations, cater to them for future adventures.

KEEP consistent. Your rules, rulings, mechanics must remain solid in your world. This also extends to your locations and NPC’s, motivations should never waiver, personalities should be set in stone.

After your first series of adventuring sessions with the players, you should have an understanding on the character/player/group dynamics and hopefully set the stages to new adventures and hooks to new locations. You will know if the entire group of players want to carry on, or end the adventure as is (as a one-shot).

 

One of my favorite campaign games as a player started the group off with a solid goal.

The DM presented a world in a power struggle.
The group of us are assembled to find the Baron’s daughter, apparently kidnapped by the elves.
Our group led by the Baron’s (NPC) Captain, whom we discovered had an evil-wolfish side to him several days into the journey.

The mission was clear from the get-go, it had everything for the players… fame, infamy, loot, inter group antagonist, and the discovery that the Elves didn’t kidnap the Baron’s Daughter, thus raiding the slaver/brigand’s stronghold that had her. Evil-Captain part of a ploy to war with the Elves… it was great.


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