The Dresden Files > DFRPG

Getting started as a GM

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MatthewD44:
I haven't been able to do any RPG's for a very very long time and now that the DF's is going to be out, I really want to start back. I don't have anyone in the area that I know of that does any GMing but I am willing to try my hand at it. Now I need so pointers on what or how to get started with SoTC which I am looking at now...

R00kie:
Well you could try stating where you are, and seeing if there are any other people in your area on this board interested in a Dresdsen Game. Why not start a gamers seeking other gamers thread. I'm sure it would be popular ;)

Nearby gamers (http://www.nearbygamers.com/) is very good for locating games, although some of the gamers listed either moved a long time ago, or simply don't answer emails. You could also try the Gamer Gathering Forums on RPG.net (http://forum.rpg.net/forumdisplay.php?f=21)

And dont forget any friends you have who don't roleplay, but might be willing to give it a chance. Suggest they read Storm Front (lend it to them if neccessary) and then follow up with a suggestion of a game based on it. You'd be surprised how many might be willing to give it a try.

Finally, If you have a local gaming shop its worth checking it out for notice boards etc. Most gaming shop staff have a good idea about clubs etc. in the area.

Good luck finding other players. This bit can prove quite hard

Once you've found some prospective players there is a vitally important next step. Talk to them and find out what they are like. I would suggest you don't invite anyone anywhere near your house until you know what they are like. This is one of the big advantages of clubs - no one finds out where you live. With new players I would generally meet them somewhere informal (like Starbucks) for a chat before inviting them to my game.

Treasure Table produced a nice article on ways to find players and what to do next
http://www.treasuretables.org/files/Ten-Ways-to-Find-Players-TT007free.pdf

And another on Interviewing Players
http://www.treasuretables.org/2005/09/interviewing-prospective-players

Okay - that covers finding players. The next step is GMing.

[*]You'll need to know the rules so read through SotC a few times.
[*]Download a FATE character sheet - theres lots of varients around the internet and print enough for ypour players
[*]Print a few copies of the 1 page rules summary from the Yahoo group (the Fate economy one)
[*]Make sure you have enough pencils, erasers and fudge dice (I try to have enough dice so that I can lend them to players who haven't got any)

I would suggest you don't try to detail a plot until you know who the characters are, and when you do come up with a plot keep it simple since the players actions will tend to change things.

 

MatthewD44:
Thanks... I think I have at least a few players and I am just making sure I don't really spoil their first time out and make them think twice about rpg's in general

R00kie:
Well the most important thing to remember then is dont let your game get bogged down. The things I do to help with this:


* If I can't remember a particular rule, I wing it. Its almost always better to keep the game flowing, make a quick guess as to how something works and look up the correct rule for next time than to halt the game mid flow
* The same goes for facts. If you have an adventure and you cant recall someone profession, tmake a guess and move on quickly rather than working through your notes. Only check for the important facts.
* Note important NPCs on index cards so you can quickly look up their details. Ensure that their aspects are things you can hang a personality on. If you read 'Old Blood' and 'Better than Riff Raff' you know how to play the character instantly
* Make a list of names for lesser NPCs. If they choose to go to an accountants use the first name and jot accountant next to it. That way you'll never be short of names or end up using the same name twice.
* If you want levety or comedy make sure it comes from the situation, and not from silly characters, names or actions. If the GM doesn't take it seriously the players wont.
* Keep an eye out for what they enjoy. If they liked the fights include more. If they enjoyed the battle of wits with the lawyer go with that.
* Try to give everyone equal 'screen time'.
* Praise you players when they do something clever. If they avoided a scene you devised by doing something clevel - let them get away with it, and make sure they know it was clever. Don't be afraid to say "I'm impressed. I hadn't thoughht of that."
The other thing I would say - start with short session, and build up. Try starting with 3 hours or so, and get a feel for how they felt about it.

Lastly, ask them how you could improve, and keep taking feedback no matter how long you GM (of course some of the feedback may be utter rubbish but I always ask and try to take most of it on board).

MatthewD44:
Thanks Rookie.. Right now it looks like we might be doing a more modern version of SoTC because one of the people I am trying to get playing is my 13 year old daughter.. and she has gotten hooked on Richelle Mead's Vampire Academy books... so I might do something that might combine some of those into the book plus she asked if we could do something a bit more modern, than the 1930's...

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