I have to disagree in a small point. If you think something is gamebreaking, don't make it hard, just say no. Players will find ways to succeed very hard checks, either by simple luck or by improving their odds (destiny point, aid each other, ...)
And if it is within reason to do so, suggest a smaller action that is in the spirit of what they are trying to do. Ok, you can't add an AT-AT to your ship, because it would make landing and takeoff unflyable and the AT-AT isn't even space rated. You could pay one of these local junk merchants to try to scrounge up something for you. Make a negotiation role to haggle price and I'll role to see how capable this person actual is at finding you something to increase your firepower. results: *was unsuccessful and wasted you money, but gave you a cheap rifle (not great) to try to appease you. *found a single warhead proton torpedo launcher *found a man-able gun turret *Found a mining charge...but if it ever gets hit while it's on your ship, you are leaving via escape pod!
Cazy ideas. That reminds me of the D&D campaign I was running. My PCs wete hiking through a snowy mountain range going to the next town when they stumbled into a White Dragon nest. 1 female Adult and 2 Juveniles. It took them everything they had to beat them. Just as they were catching their breath the Male arrived. I always rolled for treasure and a lot of Neckless of Fireballs were given. One of the players grabbed all of them tossed them at the Dragon and ignited them. 500 plus D6 of damage, it also destroyed any treasure they might have gotten.
I found these tips very useful, thanks! I, too, like to be prepared, so spend a lot of time typing up notes to take to the table (scene descriptions, lists of things PC might try to do, where PCs might go next, etc.). I'm curious what you do. What are your notes like that you take to the table? Maybe this information is in your Campaign Creation guide--just noticed it and I have watched it yet.
Use several thin binders with significant tabs sticking off. The less used ones can sit next to you on the floor or on a tv tray eg, I need a random item at a vender that they would like. OK green binder, weapons tab, flip to random page in section. Roll a d20 (helpful for instantly selecting), and hey, "you can buy a stun mine!" roll again, "or add a nightvision scope to your rifle that negates dark disadvantage"
If you want your players to sit around with blank stares, sure. You're the GM, it's on you to make sure the game keeps moving at a decent pace. Asking the players what they do is prompting them to act.
1:53 - Outline
4:31 - Preparation
6:37 - Descriptions
9:12 - Individual Engagement
13:51 - Roll Opportunities
19:18 - Subplots
21:56 - Improvising
24:50 - Storyline
27:01 - Combat Management
30:47 - Finding Voices
32:01 - Be quiet
33:33 - Say no
An absolutely lovely set of GM tips!
Great job!
It's very useful and help me a lot! thanks for your effort and dedication!
This is one of the greatest guides for gming period.
Finish season 2 of The Mandalorian, I wanna so much to start an adventure.
I have to disagree in a small point. If you think something is gamebreaking, don't make it hard, just say no. Players will find ways to succeed very hard checks, either by simple luck or by improving their odds (destiny point, aid each other, ...)
And if it is within reason to do so, suggest a smaller action that is in the spirit of what they are trying to do. Ok, you can't add an AT-AT to your ship, because it would make landing and takeoff unflyable and the AT-AT isn't even space rated. You could pay one of these local junk merchants to try to scrounge up something for you.
Make a negotiation role to haggle price and I'll role to see how capable this person actual is at finding you something to increase your firepower.
results:
*was unsuccessful and wasted you money, but gave you a cheap rifle (not great) to try to appease you.
*found a single warhead proton torpedo launcher
*found a man-able gun turret
*Found a mining charge...but if it ever gets hit while it's on your ship, you are leaving via escape pod!
Cazy ideas. That reminds me of the D&D campaign I was running. My PCs wete hiking through a snowy mountain range going to the next town when they stumbled into a White Dragon nest. 1 female Adult and 2 Juveniles. It took them everything they had to beat them. Just as they were catching their breath the Male arrived. I always rolled for treasure and a lot of Neckless of Fireballs were given. One of the players grabbed all of them tossed them at the Dragon and ignited them. 500 plus D6 of damage, it also destroyed any treasure they might have gotten.
I found these tips very useful, thanks! I, too, like to be prepared, so spend a lot of time typing up notes to take to the table (scene descriptions, lists of things PC might try to do, where PCs might go next, etc.). I'm curious what you do. What are your notes like that you take to the table? Maybe this information is in your Campaign Creation guide--just noticed it and I have watched it yet.
Use several thin binders with significant tabs sticking off. The less used ones can sit next to you on the floor or on a tv tray
eg, I need a random item at a vender that they would like. OK green binder, weapons tab, flip to random page in section. Roll a d20 (helpful for instantly selecting), and hey, "you can buy a stun mine!" roll again, "or add a nightvision scope to your rifle that negates dark disadvantage"
This is super useful thank you!
Thank you I"m glad you find it helpful!
Great video thx
Thanks for.the advice
Good video man, thanks
I don't agree with the what do you do question. Sometimes they need to figure it out...
If you want your players to sit around with blank stares, sure. You're the GM, it's on you to make sure the game keeps moving at a decent pace. Asking the players what they do is prompting them to act.
Very good, how come your Twitter got suspended?
I'm pretty sure its because it wouldn't let me verify it because my number is linked with another account... it was something weird like that.