The Dresden Files > DFRPG
Getting started as a GM
Blaze:
Also, remember that the GM is not playing against the characters. A mistake I see too often is when a Game Master falls in love with his own villains and starts to get upset when the gamers make too much progress. Same for NPCs.
Being Fluid is so important. Every now and again the players come up with some really good ideas as they kibitz, pay attention, it is perfectly okay to change a scenario in order to make someone's worst nightmare come true.
Playing with a group of kids, or even with one child in a group of adults really changes the game dynamic. If you are playing with younger people (like your daughter) remember that they might not have to knowledge base that you do.
First, as much as a 13 year old might want to play a 23 year old... don't expect them to know how a 23 year old really thinks. Second, it is more difficult for younger players to play and omit information which they as players have but which their characters don't have. Also, it is very important for younger players to feel empowered. (It is also a good venue for rewarding positive behavior, even if you have to stretch a plot.)
I recall a funny incident when I was 19 and playing a male character, there was a female npc who was unconscious, and the DM expected me to think of kissing her to bring her around. It never even crossed my mind. LOL
MatthewD44:
I think that was one of the reason I was thinking of basing some of the stuff off of Richelle's work which is for the YA crowd...
R00kie:
--- Quote from: Blaze on March 10, 2008, 03:12:06 PM ---I recall a funny incident when I was 19 and playing a male character, there was a female npc who was unconscious, and the DM expected me to think of kissing her to bring her around. It never even crossed my mind. LOL
--- End quote ---
Its easy as a GM to assume players will do something.
So long as a GM is happy to let any clever idea work its not a problem, but holding out for players to do that one 'perfect' plan just isnt going to work. Different people's minds work differently and what seems obvious to one will be truly bizare to another.
I generally throw situations at players and 'try' to have as few expectations as possible of how they will deal with them. My players come up with pretty whacky ideas so this works well for me.
Blaze:
Me too, I find that sometimes the players worst nightmares, which they willingly volunteer, are so much worse than what I had in store for them... well it would be a crime to not let them come true. Bwa ha ha ha haha
finarvyn:
Gaming with kids does require a slight modification to the style of the adventure.
I often GM a group that includes my son (15) and daugher (12) and one key for them is that they like to roll dice. In fact, they get a little bored when too much time passes in between rolls. I tend to make sure they get to roll something at regular intervals just to overcome this problem.
Also, kids don't always equate conversation with role-playing. Sometimes they need a little action/combat (going back to the whole dice-rolling effect above) just so they can participate more. Often if there is a long stretch of description and conversation they get bored and tend to drift from the focus of the adventure.
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