I'd say the most important names to have on the screen would be the PC names, and I would always address them as their character name to help them remain in character.
Items on the players' side. I would have a card that said " Ask questions." With the writer's questions. Who, What. When, Where, Why, and How. A card that says "Are you sure?" and one that says "What do you know?" This reminds players to engage and learn about the world as a character.
Here are a few points of advice from a DM with 30 years of Experience (just sharing). 1. Obscure Rules: Do a read through of those obscure rules, those that never stay in your head, and jot them down. Just a few lines with do. Use anagrams or letters that you're used to and don't write the whole thing. 2. Rule Pages: Jot down the pages where you can access the rule quickly, that way you can read through it if ever you need to. 3. For you NPCs, a quick list of Quirks (like flips a coin, shines his boots often, etc.) and Accents (Where the accent comes from and a single word to make remember the accent). 4. List of Improvised Weapons and how much damage they do. Be consistent or get a mug smashed in your face. 5. List of Price Change Percentages or multipliers in accordance to the region & social standing of where you buy an article, like in the Market Square won't be as pricey as in a shop in the Noble's Ward. If its custom made x10 or x20 & a table of approximate times in various wares, be consistent. 6. Quick Color Chart for Monster Ranks: In order to adjust them on the fly. A Red monster is lethal, does he have max HP with a better armor. 7. Critical & Fumble Tables: Don't be overzealous with it. Roll it when its an important npc or foe or during hard fights not those that are run of mill. Remember that this can slow the game, so go easy. 8. Side Stuff: I printed out Treasure Cards for various items, which if you're caught off-guard, you can create a quick loot on the fly just by picking a few cards. Or an item(s) found in a pouch or pickpocketed. Easy Peasy. 9. List of Guild Names, Knightly Orders (Heraldic symbol, colors, Motto, Goal), Religions (Gods name, Colors, Alignment). 10. Quotes: Usable for npcs, for a book, graphitti on a wall, etc. 11. 10 Worst Criminals and 10 Greatest Heroes. 12. Unique things you created to make the campaign yours, like trinkets like a jack in the box, magical items like a twistable glowrod, equipment like a grappling crossbow or matchsticks. 13. A personnal quote to make you smile once in a while, because its not easy being a DM sometimes. Enjoy it while it lasts. Thx y'all, hope this helps some of you. 'Nuff Said.
First: Very practical. Second: While many commonly think of four seasons, that tabulation is not universal. For example, in Ancient Egypt, they had three seasons that revolved around the "Inundation" when the Nile (the Iteru to them) flooded. So... Inundation, planting, and harvest. The Inundation period was also a major community labor period for public works projects (they could not be in the fields because those were under water). At the end of the harvest when the inundation started, the great celebration of Opet was held (for USA residents, think "Thanksgiving"). In more modern examples, there are local "sub-seasons." For example, in Arizona, USA, there is a "Monsoon" season that begins in late Spring and lasts into early Summer. In California, USA, there are the Santa Ana or Diablo or Devil's winds. These hot dry winds often whip up large fires. They typically occur in the Fall and Winter. Depending upon where you live and your immediate environment, these weather patterns do more to denote a season than do sunrise/set times and the noonday elevation of the sun. Herding and hunter-gatherer populations will be more concerned with animal migration (including fish runs), mating, and birthing patterns. Ripening of fruits and berries, and maturity of grass seeds (grains) will also be important. Methinks an interesting GM might introduce less common seasons that are more in sync with the region and peoples.
I find it useful to include a list of equipment. Not only for when players ask, dispite being able to look it up, but for when I have monsters and NPCs use different equipment.
Something which occured to me isn't just what information is on the screen, but *how* the information is conveyed. For the longest time I spent ages poring over a character sheet or book looking for the information I needed - but when I tried putting images symbolising the concept next to them, it became so much easier for me. Some people think in words, others in images, & I think it's the former who design character sheets. For example, my D&D character sheet will have simple images representing the attribute alongside the name & score: 💪 - STR ✋ - DEX ❤️ - CON 🧠 - INT 🦉 - WIS 🙂 - CHA Similar images work for skills, effects, & other concepts that might otherwise require more complex words or phrases (🎭 = Performance skill, 💫 = confusion effect, 🔥= fire damage). (mine are slightly different, I'm just using RUclips emoticons for brevity) The important thing is it doesn't matter if the symbols are universal, only that the DM understands. Custom symbols can also be used in-world, such as royal emblems, house crests, Cult sigils, & whatnot. It won't work for everyone, naturally, but my own campaigns have run so much more smoothly since adopting this approach.
I paid the big moneys for the wyrmwood GM screen. It is modular and has optional metal plates. I love to use magnetic whiteboard tags for initiative and no one has made a magnetic whiteboard GM screen. Now I can slap needed info, as needed, on the screen.
For money stuff, one DM I watch on RUclips (Robert Hartley, DM for Viva La Dirt League) has a simple conversion rate I think is useful: 1 gold = $100. That then makes it relatively easy to price things in-game by comparing to real world items, and lets you keep some perspective on how much money your players are making and spending!
taking notes so i don't forget 1:50 - List of major and minor events 3:59 - COGASS : Colour or Description, Occupation, Goal, Attitude, Stake, and Sexuality 5:26 - Five senses 6:50 - Action Economy (i.e how much a character can do in a turn, usually of combat) 7:50 - Distance Tracker 9:37 - Skills /Ability List 11:04 - Season / Date 12:32 - Critical / Lingering Effects 14:08 - Difficulty Reference 16:47 - Daily Costs 18:42 - Player Character Basic Info 21:18 - NPC / Random Names
One thing that's super useful for me is initiative trackers. I cut index card in half and fold them in half and label both sides so that I and the players can read them. Then, I assemble them in order for each encounter.
Laptop > GM screen As GM I have: 1) in public view party sheet (with some skills/names). 2) Paper in my hand with minor/major plot points 3) Laptop, which I use to show battlemap through projector // Have statblocks of likely monsters // have PDFs of books // internet for quick finding rulings if there's rule that needs to be made or found. // Random name gen // Notes
My favourite thing to have on a DM screen I stole from Pokémon route entries on Wikipedia. I try to always know where the players are, and what road or settlement is in each cardinal direction from them. Just a simple four arrow post-it. I try keeping a map tab open on my computer as well but just knowing “we’re in town X. To the north is the great north road that goes to another country. To the east is the capital along the trade route. To the west is this lake. To the south is the river.” Something to keep me aware of the place in the world.
You got the thumb's up just for number 9. I'm always getting talked into running new or different systems at conventions - sometimes up to 3 different ones in a single convention. And turn helps are, well, so danged helpful!
The distance is why I have a map (that has a grid on it) that I've shown the players when they travel. They love making survival checks to try to shave down the time when not travelling on roads (I have a list of DC's for different areas of navigation), and having them know that it takes X amount of days to travel from point A to B is great. Def agree that one needs to have distances and how long it takes (as well as how long a person can actually go for per day before exhaustion becomes an issue) is something I will always have.
A thing I've started doing is using wee stationary clips at the top of my screen, which I clip my notes for the actual session on. That said, I've recently discovered that the plastic or vinyl casing on my DM screen is dry erase-friendly... Which is definitely useful for having a functional living screen that I can jot things down on, on the fly.
I have been using a screen from DogMight. I like a wood screen. Most of my notes are things I need to remember about my created world, things going on during a session, history, dates, names, Moon phase, player passive scores… sound-tracks for areas/encounters; mostly all very specific to the history and session. Since all of this changes/progresses it is on stickies and in small notebooks. The screen hides likely figures that I may use, and other tangible items that the party may see eventually (maps, pics, writings, etc…). Game mechanics I can look up very quickly on my phone if needed. If I think there will be something needed (chase mechanics for instance) I’ll have them jotted down. If it is some odd mechanic that a player is trying, I’ll make them look it up while I continue with other players.
Here's few things that help me: - Campaign theme and mood: Say that I want this new adventure to be all about strife, gloom and survival. I would make a few key words that I would often use in descriptions, events to reflect this theme and npc descriptions that lean on the theme. - I play with a crit table so there is that - I have a short description for missing/hitting in combat with a specific damage type - I have rules for light - And I have "tips" some are similar to Guy's: Silence equals death - meaning if players are not roleplaying that I need to push the story, scene, decision. And, Slow down, breathe, describe - This one is just not to rush, to take a moment and weave the story around what is currently happening, describe the scene and relevant characters.
I like to do the theme and mood thing like a headline, not for the campaign necessarily, but for the planned session. By that, I make sure to not let myself drift off accidentally.
i really like this video, not because it talks about what should be on Gm screen, but also puts me in conclusion what do Me myself require to have on Gm screen, what is something i need to have written there or else my game will be different.
2 charts I really like 1 for pathfinder/3.5 - a weapon size chart 2 a weather chart for areas, season, sea level. Useful for determining what the players are travelling through and adds time of day
For large groups (or game masters with bad memory), having a blurb of habits and FAQs of each player helps a lot too! Rulesets they use often, common spells they rely on, or certain types of NPCs or situations they respond to keeps their interests in the forefront of the game.
This also helps with looking at them from NPC perspectives, such as an assassin expecting a stunning ability from a monk and targeting them first, or a mage using invisibility to avoid a player's counterspell.
Heroquest gives the perfect blueprint. you have the basic mechanics on it. Added are special actions which are relevant for your NPCs, let us say browsing the backpack for a potion. Travel speed!!! And passage of time. Costs for services
To piggyback on having a skills list, I opt for a blank character sheet so that I can see all the possible checks that can be made as well as all of the kinds of info the players are looking at. I also keep a little spreadsheet of the players ability/skill scores for reference, secret checks, highlighting characters (what's the use of the Ranger training up his Athletics score to +10 if I never give him an opportunity to use it?), etc.
From personal experience: a short list of odd but important rules, with formulae for determining outcomes. Spell resistance, surprise rules, concentration checks for casters, "dog pile" grappling rules, etc.
Love the video! I have had to make up NPC names and personalities on the fly and that is really challenging!! When done well, it is magic. My players always keep an eye out for Bearfolk Inn Keepers - especially ones that serve “pinkish meat with little yellow fruit rings”. I keep a quick list of rewards for the PC’s based on the preferences of the players for their characters that are also consistent with the setting and theme. It is divided by PC levels. I also have a reminder of at least one personal goal of each PC.
I still use a DM screen even when I run online games. I have to because of all the tables I have. Also, it's a custom 6-panel screen made for me by my uncle, out of solid cherry. Yes, all six panels are completely full, very little wasted space, no illustrations. 12) Events: respectfully disagree. I also use a campaign binder, and would keep such information on the front page. 11) (C)OGAS(S), yes. I have a NPC generator based on OGAS. 10) 5 Senses, yes. I have this too. I often forget about it even though it's right in front of me, but it's there. lol 9) Action Economy) Yes. Even as a veteran GM with a good memory, it's good form to keep this list. 8) Distance/Travel, definitely. 7) Skill List, yes. It's good form at worst because 5e is pretty easy. But 3.5e or Cyberpunk 2020 have much more robust skill lists. 6) Calendar. In my campaign binder. 5) Conditions, and other potentially harmful circumstances. Yes. 4) DC table. It's good form, but I would not say it's mandatory if you know the system well. 3) Costs. YES! Not just tavern costs, but weapons and armor, magic items. But don't stop there, put the lists on the DM screen! 2) PC Info, actually, there is a better method: I made these little notes that I can hang over the top of my DM screen. It tells me their name Max HP, AC, save DC, and Passive Perception. And you hang them over your DM screen in Initiative over. 1) NPC Names, HAHAHAHA! When in doubt, just go with Steve. lol jk. An NPC name generator/list is its own separate DM screen. I would say you missed an NPC attitude scale chart. It's a separate tool to describe how helpful, or unhelpful, a NPC might be depending how much they like or dislike the players. Not #1, but still quite useful if you do a lot of social interaction in your games. I think the biggest thing you missed is world-related homebrew content. If you're running a campaign in a setting of your own design and you have custom world features, you need that information in front of you.
List of one geological thing in area. (Rock that is shaped like a hand pointing to the north) or (walk intk a tavern (name the goblin face, with a fire place that looks like a goblin face) just helps to add to places that you want them to remember or just feel more unique. Come up with 10 min like the names just helps
My screen has, 3 panels used of four: -damage/wound chart with associated penalties one one entire panel -DC chart & recommended skill dice to pass a given DC is another panel, though I have space for a small chart -cover/concealment examples/threshold and bonuses (or in the case of cover, the object strength) and a grenade deviation chart is the third panel, with some more small space I might be able to cram something in. -fourth panel is pending, but likely going to be space combat rules (I'm in the process of overhauling the one written for me so it feels more like a dogfight than it currently does. Not advisable for new GMs... because even though I don't like the existing system... it is known to work) I use the screen as a glance reference, mostly. The stuff I "should" know by heart and don't, even after 4yrs of running the system. I usually keep my laptop to one side and the book a little off-center so I have a spot to roll dice. I also tend to walk around the table, when possible, or stand so I can see people's character sheets. I don't use the screen for storytelling reminders, because I've internalized those that I use. I also use it to hide rolls, in case i want to ignore what I rolled entirely and go for narrative (I had a GM who rolled in the open, and it frequently caused problems, because at least one player could math out the NPC/enemy's modifiers).
I am looking at creating my own Dungeon Master screen and was wondering what to put in it. Here are a couple of things I have thought about: On the outside, facing the players, I have two panels with the list of actions. A player who is trying to figure out what their options are can go read the list. I also have two panels with the list of conditions, so they can read that if they need to. In front of each player is a large index card, with their character name, race, class, level, AC, Passive Perception and Passive Investigation . That way I can see all that information when I look at the player. I created a 360 day calendar, with eight months of 45 days each. The year begins on the day after Samhain, and marks the solstices, equinoxes, Imbolg, Beltain, Lunsa and ends on Samhain. The Full and New moons are also tracked. I give a copy of the calendar to each of the druids in the party, it is their responsibility to track it for the party. In the campaign setting certain events, celebrations, fairs, markets, etc.., happen on certain days. For instance come dungeons are only accessible on Summer Solstice. Some portals work on full moons and differently on new moons. On the table, behind the screen I keep a form I created to track initiative for combat encounters, with room for the monsters AC and HP.
So glad to see this, thoroughly enjoyed this one. One thing I didn't see mentioned, that I tend to have is some lose table for loot. My players are super loot happy and always roll bodies for lose change. Definitely scale it for level. But completely agree with these, especially the name list
My screen has several 1-20 numbered lists of places, items, and relevant minor interactions. I have one player who is constantly picking up small objects to keep, so i have a table of random objects that might be left in the street or found in the forest. One is a species not welcome in the city, but has begrudgingly been allowed inside. Random negative reactions from guards and innkeepers, and a list of attitudes. Of course those can just be made up on the fly, but i find it helpful to be given a truly random prompt to improv, to make it more impartial and be sure that i'm not falling into habits subconsciously.
At the beginning when you mention how the screen gave you the feeling of being divided from the players... I find myself standing 75% of the time. I'm trying to find a taller screen. Lol.
Another thing I'd recommend: the current "average" value of a single PC's share of treasure after an encounter. For each session, just multiply by the number of players at your table to get the encounter treasure pile. I've used this to quickly come up with random treasure rewards for sudden demands for loot from the PCs for stuff I didn't plan out, just decrementing whatever I give them from the totals until I feel it's enough and giving the rest in money. It's especially useful since you're usually exhausted after coming down from the adrenaline of a sudden unexpected encounter where you had to mentally race ahead of the players whilst laying track in front of them to keep a full derailment from happening or at least from grinding to a halt, and so are less likely to catch yourself accidentally over-rewarding the party and creating problems for yourself later on (+3 Longsword to a level 5 Fighter, for example).
Pockets at the top of the screen to put initiative cards (if you're doing individual initiatives) is great to have! I noticed on your latest "Duskmourne Chronicles" series that you have those Pockets & you place those in order so the players know when their turn is. I do this on a white board but Pockets for cards is a very useful resource! Absolutely love your channel Guy! Can't wait till Friday!
I really like the idea of having different names to pull from and an event list to keep track of. I think one thing I'd like to have as well is a way to keep track of specific character inventory, like spell components. I'm not sure how yet, but I think maybe making stickers or drawing examples of the ingredients with numbers/check marks by them for how many the player has or when they've been used, could be helpful. Thank you for another awesome video!!
I create my own DM screens, and keep changing it. I generally use a 4 panel portrait screen which I keep folded at the table. It has DM info inside. PC info outside. The inside generally has 1. Conditions, exhaustion, light 2. Adventure League charts 3. Tasha’s Monster DC page 148 Outside of screen Spell Cost. Arms and Armour. Item 2 PC information. I have a dm sign in sheet which handles this.
Well, I like to have a little information about a monster or NPC that I will or might use in this session. If said monster/NPC is new to me or I rarely use it etc. Things like: "Likes opening a fight in an overhand guard." "prefers powerful strikes and cuts over precise ones or thrusts." for their combat style. or quirk for an NPC which I really want to act out like: "darting eyes - only ever glances a look at a person" Also, I like to do the same for these special monsters, those with unusual armour or a weapon of good/bad quality compared to the standard version...
On distance for my world map its a square a day. Based on the slowest speed. This makes it easy for me and my players. It's simply a rule established the first day. Now they can do a check and if they succeed (there pushing themselves and may gain fatigue or exhaustin levels) they could move 2. That's how I do distance just to make it bloody simple.
Love your content, Guy! Personally think that you could bundle Skills and DCs to the same 'space' on your screen! I will be stealing moving the screen to the side, I would love a less divided table.
This sounds to me like everything should be in a reference booklet. Sure, some are truly meant on a screen, but travel time? Do you know those old timey booklets full of "life hacks"? Or simply tips? Or survival stuff? Make one of those but for your campign.
I still don't get why "sexuality" is part of your acronym.... it seems such a minor detail compared to things like goals, stakes, occupation etc. I usually do like the premade GM screens. I know my campaign and my story but it's nice to have a quick reference for rules. When I play All For one I usually use two panels of the GM screen and have my laptop over the "magic" panel because I often use the Leagues of Gothic Horror magic system instead.
Because sexy bards and warlocks exist, and people love to meme on it while others legitimately play it. You never know if your dragon should be seduced by the bard.
One thing I really need to work on is a calendar. So far, I've just kept a running tally of days and events, but I need to throw in some holidays for flavor.
I'd never bothered to use a screen before UNTIL I wanted to GM D&D 5th. But there's enough basic stuff to remember (like all those conditions, which Guy mentions as #5) in that game that I now want one.
Thanks for the help I'm working on a StarFox Tabletop Roleplaying Game and these tips are making my GM Screen really helpful. I don't know why i didn't sub earlier. Enjoy your Sub
I stopped using screens early into my gm life. I just didn't like them. Sure I still have my notes and notebooks which are gm eyes only. But I am a big fan of not fudging (sometimes there is good fudging) because I prefer the potential for the improve. Since then I only used a screen once at a lgs when a player was behaving inappropriately so i had the store/game rules on permanent display. I made it by connecting to binders together with binder clips holding 2 sides together about a 3 dollar customizable screen) But I set it with the following. Left screen: had prices/stats for (non-magical) weapons, armor, and general items. Middle screen: where I would put important note/info reminders. Right screen:random roll charts that would have a short hand reference(example: d4monster X MMpY or d2 potion of healing PHBp W)
This is mostly just because I'm ridiculously bad at math - but I ALWAYS make a small index card or somesuch with general coinage exchange rates - otherwise they will lose ALL consistency and the whole world's currency is just too wild and unstable.
Prices of healing potions. And how many dice they heal, A reminder that the player should always feel like they are going to die but only actually 8020.
Wow, as always very good advice . I thought: " bah hoombug, i've been running games for 20 years now, i don't need this vid.." but lo and behold, there were a few ideas i never thought of before. Really great stuff
daily costs are pointless imo, 1CP for a bread or a beer isn't really anything in DnD 5E, I usually do them how I feel like and based on the tavern as well, if it's a tavern in a poor environment I charge less and if its a "luxus" tavern more, it's an RP activity anyway so it's pointless to track that too serious, listing this as top 3 is a bit heavy, I would say its in the top 30 at best
Commenting on the season is genius but I wonder how would you make sense of adding a date to the world. Since many cultures in the real world have different names and tracking for the date, why would you try and homogonise that. Wouldn't that add a wrench in the believability for no reason? I asked this because a lot of my players are historians and the like who study that kind of stuff.
*Thanks for watching!* What are your must-have features for your GM screens? Let us know in the comments below!
I'd say the most important names to have on the screen would be the PC names, and I would always address them as their character name to help them remain in character.
Your joke at the opening of the video was top-teir!
I like to have a 24 hour clock and calendar to keep track of time
Items on the players' side. I would have a card that said " Ask questions." With the writer's questions. Who, What. When, Where, Why, and How. A card that says "Are you sure?" and one that says "What do you know?" This reminds players to engage and learn about the world as a character.
I love this idea!
I also have previously put small reminders for common rules on their end (what can be done in a turn, the skills available, etc)
I'm stealing this. Thanks bro
Here are a few points of advice from a DM with 30 years of Experience (just sharing). 1. Obscure Rules: Do a read through of those obscure rules, those that never stay in your head, and jot them down. Just a few lines with do. Use anagrams or letters that you're used to and don't write the whole thing. 2. Rule Pages: Jot down the pages where you can access the rule quickly, that way you can read through it if ever you need to. 3. For you NPCs, a quick list of Quirks (like flips a coin, shines his boots often, etc.) and Accents (Where the accent comes from and a single word to make remember the accent). 4. List of Improvised Weapons and how much damage they do. Be consistent or get a mug smashed in your face. 5. List of Price Change Percentages or multipliers in accordance to the region & social standing of where you buy an article, like in the Market Square won't be as pricey as in a shop in the Noble's Ward. If its custom made x10 or x20 & a table of approximate times in various wares, be consistent. 6. Quick Color Chart for Monster Ranks: In order to adjust them on the fly. A Red monster is lethal, does he have max HP with a better armor. 7. Critical & Fumble Tables: Don't be overzealous with it. Roll it when its an important npc or foe or during hard fights not those that are run of mill. Remember that this can slow the game, so go easy. 8. Side Stuff: I printed out Treasure Cards for various items, which if you're caught off-guard, you can create a quick loot on the fly just by picking a few cards. Or an item(s) found in a pouch or pickpocketed. Easy Peasy. 9. List of Guild Names, Knightly Orders (Heraldic symbol, colors, Motto, Goal), Religions (Gods name, Colors, Alignment). 10. Quotes: Usable for npcs, for a book, graphitti on a wall, etc. 11. 10 Worst Criminals and 10 Greatest Heroes. 12. Unique things you created to make the campaign yours, like trinkets like a jack in the box, magical items like a twistable glowrod, equipment like a grappling crossbow or matchsticks. 13. A personnal quote to make you smile once in a while, because its not easy being a DM sometimes. Enjoy it while it lasts. Thx y'all, hope this helps some of you. 'Nuff Said.
Can not state enough how important and helpful it is to have a list of names at the ready. I have to agree heavily on that.
If you are making your own (or can find one) a screen with the panels in landscape rather than portrait - is less of a barrier as well.
Pinnacle sells a blank GM screen in landscape
Yes! I also use a small magnetic white-board with erasable markers and magnets to spell out npc and place names, track initiative and damage, etc.
First: Very practical.
Second: While many commonly think of four seasons, that tabulation is not universal.
For example, in Ancient Egypt, they had three seasons that revolved around the "Inundation" when the Nile (the Iteru to them) flooded. So... Inundation, planting, and harvest. The Inundation period was also a major community labor period for public works projects (they could not be in the fields because those were under water). At the end of the harvest when the inundation started, the great celebration of Opet was held (for USA residents, think "Thanksgiving").
In more modern examples, there are local "sub-seasons." For example, in Arizona, USA, there is a "Monsoon" season that begins in late Spring and lasts into early Summer. In California, USA, there are the Santa Ana or Diablo or Devil's winds. These hot dry winds often whip up large fires. They typically occur in the Fall and Winter. Depending upon where you live and your immediate environment, these weather patterns do more to denote a season than do sunrise/set times and the noonday elevation of the sun.
Herding and hunter-gatherer populations will be more concerned with animal migration (including fish runs), mating, and birthing patterns. Ripening of fruits and berries, and maturity of grass seeds (grains) will also be important.
Methinks an interesting GM might introduce less common seasons that are more in sync with the region and peoples.
I find it useful to include a list of equipment. Not only for when players ask, dispite being able to look it up, but for when I have monsters and NPCs use different equipment.
The equipment list and the Armor Class list so I can always describe what the player is up against.
@@Zr0din For description and altered stats.
Something which occured to me isn't just what information is on the screen, but *how* the information is conveyed. For the longest time I spent ages poring over a character sheet or book looking for the information I needed - but when I tried putting images symbolising the concept next to them, it became so much easier for me. Some people think in words, others in images, & I think it's the former who design character sheets.
For example, my D&D character sheet will have simple images representing the attribute alongside the name & score:
💪 - STR
✋ - DEX
❤️ - CON
🧠 - INT
🦉 - WIS
🙂 - CHA
Similar images work for skills, effects, & other concepts that might otherwise require more complex words or phrases (🎭 = Performance skill, 💫 = confusion effect, 🔥= fire damage).
(mine are slightly different, I'm just using RUclips emoticons for brevity)
The important thing is it doesn't matter if the symbols are universal, only that the DM understands. Custom symbols can also be used in-world, such as royal emblems, house crests, Cult sigils, & whatnot.
It won't work for everyone, naturally, but my own campaigns have run so much more smoothly since adopting this approach.
I paid the big moneys for the wyrmwood GM screen. It is modular and has optional metal plates. I love to use magnetic whiteboard tags for initiative and no one has made a magnetic whiteboard GM screen. Now I can slap needed info, as needed, on the screen.
For money stuff, one DM I watch on RUclips (Robert Hartley, DM for Viva La Dirt League) has a simple conversion rate I think is useful: 1 gold = $100. That then makes it relatively easy to price things in-game by comparing to real world items, and lets you keep some perspective on how much money your players are making and spending!
taking notes so i don't forget
1:50 - List of major and minor events
3:59 - COGASS : Colour or Description, Occupation, Goal, Attitude, Stake, and Sexuality
5:26 - Five senses
6:50 - Action Economy (i.e how much a character can do in a turn, usually of combat)
7:50 - Distance Tracker
9:37 - Skills /Ability List
11:04 - Season / Date
12:32 - Critical / Lingering Effects
14:08 - Difficulty Reference
16:47 - Daily Costs
18:42 - Player Character Basic Info
21:18 - NPC / Random Names
One thing that's super useful for me is initiative trackers. I cut index card in half and fold them in half and label both sides so that I and the players can read them. Then, I assemble them in order for each encounter.
Laptop > GM screen
As GM I have:
1) in public view party sheet (with some skills/names).
2) Paper in my hand with minor/major plot points
3) Laptop, which I use to show battlemap through projector // Have statblocks of likely monsters // have PDFs of books // internet for quick finding rulings if there's rule that needs to be made or found. // Random name gen // Notes
My favourite thing to have on a DM screen I stole from Pokémon route entries on Wikipedia. I try to always know where the players are, and what road or settlement is in each cardinal direction from them.
Just a simple four arrow post-it. I try keeping a map tab open on my computer as well but just knowing “we’re in town X. To the north is the great north road that goes to another country. To the east is the capital along the trade route. To the west is this lake. To the south is the river.”
Something to keep me aware of the place in the world.
That post-it note idea is genius! I will be stealing it, thank you.
You got the thumb's up just for number 9. I'm always getting talked into running new or different systems at conventions - sometimes up to 3 different ones in a single convention. And turn helps are, well, so danged helpful!
A school of magic table with the schools of magic and description of types of spells. Great for detect magic
The distance is why I have a map (that has a grid on it) that I've shown the players when they travel. They love making survival checks to try to shave down the time when not travelling on roads (I have a list of DC's for different areas of navigation), and having them know that it takes X amount of days to travel from point A to B is great.
Def agree that one needs to have distances and how long it takes (as well as how long a person can actually go for per day before exhaustion becomes an issue) is something I will always have.
A thing I've started doing is using wee stationary clips at the top of my screen, which I clip my notes for the actual session on. That said, I've recently discovered that the plastic or vinyl casing on my DM screen is dry erase-friendly... Which is definitely useful for having a functional living screen that I can jot things down on, on the fly.
I have been using a screen from DogMight. I like a wood screen. Most of my notes are things I need to remember about my created world, things going on during a session, history, dates, names, Moon phase, player passive scores… sound-tracks for areas/encounters; mostly all very specific to the history and session. Since all of this changes/progresses it is on stickies and in small notebooks. The screen hides likely figures that I may use, and other tangible items that the party may see eventually (maps, pics, writings, etc…).
Game mechanics I can look up very quickly on my phone if needed. If I think there will be something needed (chase mechanics for instance) I’ll have them jotted down. If it is some odd mechanic that a player is trying, I’ll make them look it up while I continue with other players.
Here's few things that help me:
- Campaign theme and mood:
Say that I want this new adventure to be all about strife, gloom and survival. I would make a few key words that I would often use in descriptions, events to reflect this theme and npc descriptions that lean on the theme.
- I play with a crit table so there is that
- I have a short description for missing/hitting in combat with a specific damage type
- I have rules for light
- And I have "tips" some are similar to Guy's:
Silence equals death - meaning if players are not roleplaying that I need to push the story, scene, decision. And,
Slow down, breathe, describe - This one is just not to rush, to take a moment and weave the story around what is currently happening, describe the scene and relevant characters.
I like to do the theme and mood thing like a headline, not for the campaign necessarily, but for the planned session. By that, I make sure to not let myself drift off accidentally.
@@murgel2006 yup, it can help
My next one is gonna be horror so lots of scary and gruesome descriptions to the front
i really like this video, not because it talks about what should be on Gm screen, but also puts me in conclusion what do Me myself require to have on Gm screen, what is something i need to have written there or else my game will be different.
2 charts I really like
1 for pathfinder/3.5 - a weapon size chart
2 a weather chart for areas, season, sea level. Useful for determining what the players are travelling through and adds time of day
Like the weather chart!!
Best practical nuts and bolts (as opposed to gm theory) content you’ve created! More like this please.
For large groups (or game masters with bad memory), having a blurb of habits and FAQs of each player helps a lot too! Rulesets they use often, common spells they rely on, or certain types of NPCs or situations they respond to keeps their interests in the forefront of the game.
This also helps with looking at them from NPC perspectives, such as an assassin expecting a stunning ability from a monk and targeting them first, or a mage using invisibility to avoid a player's counterspell.
Heroquest gives the perfect blueprint.
you have the basic mechanics on it.
Added are special actions which are relevant for your NPCs, let us say browsing the backpack for a potion.
Travel speed!!! And passage of time. Costs for services
To piggyback on having a skills list, I opt for a blank character sheet so that I can see all the possible checks that can be made as well as all of the kinds of info the players are looking at.
I also keep a little spreadsheet of the players ability/skill scores for reference, secret checks, highlighting characters (what's the use of the Ranger training up his Athletics score to +10 if I never give him an opportunity to use it?), etc.
I haven’t used a DM screen for years and I play in person
I haven’t used a GM-screen for many years. Mostly because I now play a playercentric game where I never role a single die 😅
Always interesting to see what super experienced gms put up.
From personal experience: a short list of odd but important rules, with formulae for determining outcomes. Spell resistance, surprise rules, concentration checks for casters, "dog pile" grappling rules, etc.
Love the video! I have had to make up NPC names and personalities on the fly and that is really challenging!! When done well, it is magic. My players always keep an eye out for Bearfolk Inn Keepers - especially ones that serve “pinkish meat with little yellow fruit rings”.
I keep a quick list of rewards for the PC’s based on the preferences of the players for their characters that are also consistent with the setting and theme. It is divided by PC levels.
I also have a reminder of at least one personal goal of each PC.
I still use a DM screen even when I run online games. I have to because of all the tables I have. Also, it's a custom 6-panel screen made for me by my uncle, out of solid cherry. Yes, all six panels are completely full, very little wasted space, no illustrations.
12) Events: respectfully disagree. I also use a campaign binder, and would keep such information on the front page.
11) (C)OGAS(S), yes. I have a NPC generator based on OGAS.
10) 5 Senses, yes. I have this too. I often forget about it even though it's right in front of me, but it's there. lol
9) Action Economy) Yes. Even as a veteran GM with a good memory, it's good form to keep this list.
8) Distance/Travel, definitely.
7) Skill List, yes. It's good form at worst because 5e is pretty easy. But 3.5e or Cyberpunk 2020 have much more robust skill lists.
6) Calendar. In my campaign binder.
5) Conditions, and other potentially harmful circumstances. Yes.
4) DC table. It's good form, but I would not say it's mandatory if you know the system well.
3) Costs. YES! Not just tavern costs, but weapons and armor, magic items. But don't stop there, put the lists on the DM screen!
2) PC Info, actually, there is a better method: I made these little notes that I can hang over the top of my DM screen. It tells me their name Max HP, AC, save DC, and Passive Perception. And you hang them over your DM screen in Initiative over.
1) NPC Names, HAHAHAHA! When in doubt, just go with Steve. lol jk. An NPC name generator/list is its own separate DM screen.
I would say you missed an NPC attitude scale chart. It's a separate tool to describe how helpful, or unhelpful, a NPC might be depending how much they like or dislike the players. Not #1, but still quite useful if you do a lot of social interaction in your games.
I think the biggest thing you missed is world-related homebrew content. If you're running a campaign in a setting of your own design and you have custom world features, you need that information in front of you.
List of one geological thing in area. (Rock that is shaped like a hand pointing to the north) or (walk intk a tavern (name the goblin face, with a fire place that looks like a goblin face) just helps to add to places that you want them to remember or just feel more unique. Come up with 10 min like the names just helps
My screen has, 3 panels used of four:
-damage/wound chart with associated penalties one one entire panel
-DC chart & recommended skill dice to pass a given DC is another panel, though I have space for a small chart
-cover/concealment examples/threshold and bonuses (or in the case of cover, the object strength) and a grenade deviation chart is the third panel, with some more small space I might be able to cram something in.
-fourth panel is pending, but likely going to be space combat rules (I'm in the process of overhauling the one written for me so it feels more like a dogfight than it currently does. Not advisable for new GMs... because even though I don't like the existing system... it is known to work)
I use the screen as a glance reference, mostly. The stuff I "should" know by heart and don't, even after 4yrs of running the system. I usually keep my laptop to one side and the book a little off-center so I have a spot to roll dice. I also tend to walk around the table, when possible, or stand so I can see people's character sheets. I don't use the screen for storytelling reminders, because I've internalized those that I use. I also use it to hide rolls, in case i want to ignore what I rolled entirely and go for narrative (I had a GM who rolled in the open, and it frequently caused problems, because at least one player could math out the NPC/enemy's modifiers).
I am looking at creating my own Dungeon Master screen and was wondering what to put in it. Here are a couple of things I have thought about:
On the outside, facing the players, I have two panels with the list of actions. A player who is trying to figure out what their options are can go read the list. I also have two panels with the list of conditions, so they can read that if they need to.
In front of each player is a large index card, with their character name, race, class, level, AC, Passive Perception and Passive Investigation . That way I can see all that information when I look at the player.
I created a 360 day calendar, with eight months of 45 days each. The year begins on the day after Samhain, and marks the solstices, equinoxes, Imbolg, Beltain, Lunsa and ends on Samhain. The Full and New moons are also tracked. I give a copy of the calendar to each of the druids in the party, it is their responsibility to track it for the party. In the campaign setting certain events, celebrations, fairs, markets, etc.., happen on certain days. For instance come dungeons are only accessible on Summer Solstice. Some portals work on full moons and differently on new moons.
On the table, behind the screen I keep a form I created to track initiative for combat encounters, with room for the monsters AC and HP.
So glad to see this, thoroughly enjoyed this one. One thing I didn't see mentioned, that I tend to have is some lose table for loot. My players are super loot happy and always roll bodies for lose change. Definitely scale it for level. But completely agree with these, especially the name list
My screen has several 1-20 numbered lists of places, items, and relevant minor interactions. I have one player who is constantly picking up small objects to keep, so i have a table of random objects that might be left in the street or found in the forest. One is a species not welcome in the city, but has begrudgingly been allowed inside. Random negative reactions from guards and innkeepers, and a list of attitudes. Of course those can just be made up on the fly, but i find it helpful to be given a truly random prompt to improv, to make it more impartial and be sure that i'm not falling into habits subconsciously.
At the beginning when you mention how the screen gave you the feeling of being divided from the players... I find myself standing 75% of the time. I'm trying to find a taller screen. Lol.
Another thing I'd recommend: the current "average" value of a single PC's share of treasure after an encounter. For each session, just multiply by the number of players at your table to get the encounter treasure pile.
I've used this to quickly come up with random treasure rewards for sudden demands for loot from the PCs for stuff I didn't plan out, just decrementing whatever I give them from the totals until I feel it's enough and giving the rest in money.
It's especially useful since you're usually exhausted after coming down from the adrenaline of a sudden unexpected encounter where you had to mentally race ahead of the players whilst laying track in front of them to keep a full derailment from happening or at least from grinding to a halt, and so are less likely to catch yourself accidentally over-rewarding the party and creating problems for yourself later on (+3 Longsword to a level 5 Fighter, for example).
Great video! (I love the hair btw)
Pockets at the top of the screen to put initiative cards (if you're doing individual initiatives) is great to have!
I noticed on your latest "Duskmourne Chronicles" series that you have those Pockets & you place those in order so the players know when their turn is.
I do this on a white board but Pockets for cards is a very useful resource!
Absolutely love your channel Guy! Can't wait till Friday!
I always have a list of ready to go names. Names of places or people just in case the players take an interest in something I hadn't written out.
I really like the idea of having different names to pull from and an event list to keep track of. I think one thing I'd like to have as well is a way to keep track of specific character inventory, like spell components. I'm not sure how yet, but I think maybe making stickers or drawing examples of the ingredients with numbers/check marks by them for how many the player has or when they've been used, could be helpful. Thank you for another awesome video!!
I create my own DM screens, and keep changing it. I generally use a 4 panel portrait screen which I keep folded at the table. It has DM info inside. PC info outside. The inside generally has
1. Conditions, exhaustion, light
2. Adventure League charts
3. Tasha’s Monster DC page 148
Outside of screen
Spell Cost. Arms and Armour.
Item 2 PC information. I have a dm sign in sheet which handles this.
Well, I like to have a little information about a monster or NPC that I will or might use in this session. If said monster/NPC is new to me or I rarely use it etc.
Things like:
"Likes opening a fight in an overhand guard." "prefers powerful strikes and cuts over precise ones or thrusts." for their combat style.
or quirk for an NPC which I really want to act out like: "darting eyes - only ever glances a look at a person"
Also, I like to do the same for these special monsters, those with unusual armour or a weapon of good/bad quality compared to the standard version...
On distance for my world map its a square a day. Based on the slowest speed. This makes it easy for me and my players. It's simply a rule established the first day. Now they can do a check and if they succeed (there pushing themselves and may gain fatigue or exhaustin levels) they could move 2. That's how I do distance just to make it bloody simple.
Add the tools and their applications into that Skill List (for 5e anyway). I want to award that extra helpful information to the player.
Not just names. "Nicknames" also for the minions in the battles: Oneeye, Fourfingers, Clubfooted, Brokenteeth, etc. I don't like goblin1 to 8.
a reminder to give Bio-Breaks for long sessions
I enjoy having a list of pc names and short descriptions so that I can remember easily
The best DM screen ever was for Hackmaster. So very thorough...it was like a 30 page screen lol
Great video, I've used a lot of these over trial and error, but I will be adding a few of these for my sessions. Thank you!!
Great timing. Got a new dm screen and was working on creating inserts for it when this posted!
My favourite screen was actually my first ever one. Made from a Cardboard box. Absolutely loved my screen
I like the alternate number 12 thing on the list 😂 it definitely is a must have.
Super helpful thanks!
Love your content, Guy! Personally think that you could bundle Skills and DCs to the same 'space' on your screen! I will be stealing moving the screen to the side, I would love a less divided table.
This sounds to me like everything should be in a reference booklet. Sure, some are truly meant on a screen, but travel time? Do you know those old timey booklets full of "life hacks"? Or simply tips? Or survival stuff? Make one of those but for your campign.
I still don't get why "sexuality" is part of your acronym.... it seems such a minor detail compared to things like goals, stakes, occupation etc. I usually do like the premade GM screens. I know my campaign and my story but it's nice to have a quick reference for rules. When I play All For one I usually use two panels of the GM screen and have my laptop over the "magic" panel because I often use the Leagues of Gothic Horror magic system instead.
Because sexy bards and warlocks exist, and people love to meme on it while others legitimately play it. You never know if your dragon should be seduced by the bard.
One thing I really need to work on is a calendar. So far, I've just kept a running tally of days and events, but I need to throw in some holidays for flavor.
I'd never bothered to use a screen before UNTIL I wanted to GM D&D 5th. But there's enough basic stuff to remember (like all those conditions, which Guy mentions as #5) in that game that I now want one.
For D&D, PC AC and HP max, that way I can stay in the moment and know when a monster hits or misses.
Thanks for the help I'm working on a StarFox Tabletop Roleplaying Game and these tips are making my GM Screen really helpful. I don't know why i didn't sub earlier. Enjoy your Sub
Great advice, I'm taking notes. Keep it up! Thank you, Sir!!!
Thanks for the blue hair in support of Colorectal Cancer Awareness Month!
A list of enemies and their attributes, list of contacts, shopping info, PC's weapon info, spell info, etc.
Gm screens are good, but how about player reference sheets?
Really enjoy Guy's channel. Just good stuff...
Omg that Intro Make me 🤣 so much, thanks for the Video
Ok, ok... I had to watch the first few minutes a couple times. Was laughing too hard. Oh, so well done. That intro was brilliant
1:15 this dude gets me
Thank you for this information
I stopped using screens early into my gm life. I just didn't like them. Sure I still have my notes and notebooks which are gm eyes only. But I am a big fan of not fudging (sometimes there is good fudging) because I prefer the potential for the improve.
Since then I only used a screen once at a lgs when a player was behaving inappropriately so i had the store/game rules on permanent display. I made it by connecting to binders together with binder clips holding 2 sides together about a 3 dollar customizable screen)
But I set it with the following.
Left screen: had prices/stats for (non-magical) weapons, armor, and general items.
Middle screen: where I would put important note/info reminders.
Right screen:random roll charts that would have a short hand reference(example: d4monster X MMpY or d2 potion of healing PHBp W)
I'm curious what your store's rules are? Always interesting to compare how such things are worded.
@@dwdillydally in short keep it pg 13 the person were doing rated r or even more vocally and in game
At the start of the campaign i put everyones name on the top of the screen so we can memorize them or reference immediatly
This is mostly just because I'm ridiculously bad at math - but I ALWAYS make a small index card or somesuch with general coinage exchange rates - otherwise they will lose ALL consistency and the whole world's currency is just too wild and unstable.
>Observation checks
Ah, I see that Guy is a man of culture, as well.
I'd put some questions as to whether or not certain tasks the players may or may not know about get accomplished
Prices of healing potions. And how many dice they heal, A reminder that the player should always feel like they are going to die but only actually 8020.
Great list! I would only add Passive Perception values :)
QUESTION ON EPIC CAMPAIGN BOOK: How well suited is if for a sci-fi or space opera game setting?
i like the multiple personalities lol i think it's required to have this whilst GMing
More ...we want MORE!
I don't use a screen but I do have notes in a ring binder.
Wow, as always very good advice . I thought: " bah hoombug, i've been running games for 20 years now, i don't need this vid.." but lo and behold, there were a few ideas i never thought of before. Really great stuff
Dang it, I just finished mine last week.
How many of Guy's "Big 12" are on the official DnD 5e screen? I don't own it, so would be interested to know before I decide whether to buy it!
Sorry, in the abbreviation COGASS, how does first "S" means?
daily costs are pointless imo, 1CP for a bread or a beer isn't really anything in DnD 5E, I usually do them how I feel like and based on the tavern as well, if it's a tavern in a poor environment I charge less and if its a "luxus" tavern more, it's an RP activity anyway so it's pointless to track that too serious, listing this as top 3 is a bit heavy, I would say its in the top 30 at best
can i get the book on amazon or am i too late ?
Can I just ask why you dyed your hair blue?
lol i am here for the 12 list.. if you like this, your name will be inc. in an awesome NPC list.
COG-ASS is great 👍
Dice odds and damage averages
I didnt see the tag for mayor and minor events again... can I get the link for the video?
Your hair is blue now? What's next, POV roleplay videos?
nose ring.
Commenting on the season is genius but I wonder how would you make sense of adding a date to the world. Since many cultures in the real world have different names and tracking for the date, why would you try and homogonise that. Wouldn't that add a wrench in the believability for no reason? I asked this because a lot of my players are historians and the like who study that kind of stuff.
not 5 senses, but 6 - some have a sixth sense of some sort...
Turn Tracker
I'm gonna use that as a name lol. Athing