*Thanks for watching!* Share your thoughts on what embodies a truly great GM by commenting down below! What do you think makes a Great GM? Make sure to check out the amazing Elements of Inspiration deck from Nord! Find it here: www.kickstarter.com/projects/nordgames/elements-of-inspiration?ref=1n11xz Find each chapter of the video easily by clicking on the timestamps in the description.
I've been playing and GMing for about 20 years now. I rarely hear any GM advice that's new or helpful. Then I started seeing your videos and it's actually helpful. So thank you! Edited- I'm a dumbass with a twitchy finger.
The biggest thing is the fear. I have a player who looooves to push the limits of what the game can allow and I worry about balancing that interaction without either ruining the fun or running the clock. Buuut once I let go of that fear and decided to just make sure it was fun for everyone, the campaign went in a totally new direction and the scope of the game shifted.
Great to hear your revised opinion about the rules. I've taught criminal law and I always said to my classes that one needs to know how the rules work before being able to say which ones you can bend or interprete in a creative way. It's not that different in games. There is also another reason for it: giving new players basic knowledge that gives them the confidentiality that they can join others groups as an experienced player or even as a new GM.
Honestly, Guy, I really needed to hear this. I had DMed for a group where two of the players were just too chaotic. While my girlfriend (who was one of the PCs) and I wanted a more traditional D&D game, the other two just kept making jokey, chaotic characters who just kind of did whatever they wanted. My GF and I both liked them personally, they were good guys, they just didn’t match the play style that my GF and I were looking for, so we wound up stopping playing with those two. Hearing you say that it is okay to not want to GM/DM for a group if it begins to feel like a burden/tiring was very affirming, so thank you
The ultimate example of letting players create the world is the fellowship RPG, where players explicitly pick moves to define what their species / culture is all about.
My folder of lore and rules contain a folder named lore proposition where my players can add anything they want for me to veto, ask of change, or validate and include. my worlds are always a mix of my players and me.
You know what I miss from your older videos - great and witty introductions, with costumes and props. I really loved those. Would be nice to see those again.
the last bit of advice is amazing. I had a new player join my established group and he really liked RAW. I am proficient in the rules but I found myself constantly questioning and changin my game to try to satisfy the one new player. He eventually left and ended up being a toxic piece of shit, and I found my games become 5x better because I was able to embrace myself entirely and my other players were having the best campaign of their lives
I definitely feel a total shift in tones from you recent videos to the ones before. Here, I sense a lot more passion where I used to see a bit of pretentiousness (which I thought was the character, and I did like it, just differently!) I just hope you're happy doing these, my Guy, because I'm loving it still!
This is honestly the best video on the topic of... well "How to be a great GM" I have seen. This is SO on point. From describing what is perhaps the utopic goal of developing ones GM style, to not neglecting to mention the points on where to start learning from other styles, to even mentioning differences in your own and player expectations and group compatibility. When I try to teach someone the role of GM again in the future, I will slowly spoon-feed them the points made here (and this video, when they're ready and have found their own style first). Honestly, such a great job.
Great video Guy thank you! In my current campaign I have built the world around how the players see their cultures running and it has been both exciting and relieving! It takes so much pressure off of me to think of everything and they each come up with ideas I wouldn't have thought of and are now so invested in this world we built together! -Dan
Thank you I really needed this, just lost a group of friends because they didn't like how I DM'd but nobody else would step up and were really critical of me and I've been having a hard time. I think I'm ready to try again.
Thank you for your insight and being enjoyable to watch. I have found affirmation that indeed some of my instincts as a GM were recognizable but can also see in myself a few areas to work on.
Man i just want to say thanks to you ive been able to really change and become a better dm because of you and many other youtubers thank you for all your hard work making these and being awesome to hell those who need it man
It's great to see how you evolved, Guy! I watched many of your older videos years ago, and while I learnt a lot I also disagreed a lot. But what you summorized in this video is so on point, I agree with every single word you said. Kudos, now you're truly a Great GM! Wish you all the best! 🤪
Thank you for these three videos. I'm finishing my first campaign in the next couple of weeks, which had some major issues throughout. I had a pretty bad DM as my example/role model, very chaotic, a lot of rail roading and largely unstructured, and I overcompensated in my style to be extremely narrative heavy and overly structured. I've told my friends/players that my next campaign is back-to-basics, so I can unlearn the bad habits I picked up. These videos have help give me some perspective on the various styles and how the best of each can be applied. I hope I can keep this in mind when I start my next campaign in a month.
One of the things that I’ve learned is that it’s always possible to overcompensate when trying new styles. A lot of advice out there is only situationally correct. You LIKELY have different situations, and might want a different end result. Thus a lot of advice, taken at face value, is “wrong.” But it’s only wrong for you, not for everyone. [corollary only right for you.] I’m not sure we have that collective awareness of this yet. Nice video!
Preach it brother and please keep these videos coming! I really appreciate them and you! (I support you by liking your videos and staying subscribed to this channel.)
I've been playing D&D & other rpg table top games since Grey Hawk in the late 70's. I've seen a lot of different examples of the types you mention... Since getting back in with 5E & checking out the different RUclips channels, I've realized that none of us were quite able to grasp the concept of story building. It was often by the rules or ignore the rules & do what you want as a GM, & players were stuck with that. Some of us tried to at least be neutral & allow things to happen, but it wasn't as successful. We enjoyed our games, we had a large group who took turns running their worlds & you played in the ones you wanted to & with the GM or players you wanted. Those of us who tried, never got the cooperative concept of story building. The games we ran would have been so much better.
I guess I'm doing it right when I constantly think I didn't DM well, yet my players praise the previous session. I'm constantly trying new styles and may never find one that is just me because I'm all of them.
Great pep talk/ I think there is one thing missing and that’s experience. I don’t mean a huge pile of experience but being engaged in the process of building experience. It’s hard to rapidly improvise an encounter unless you have a mental back library of encounters you have run before, even if it’s 3 orcs or five goblins. It’s hard to maintain one’s cool without a little practice and convert “bandits” into a runaway princess hiding in the swamps where her secret lover has been petrified into a statue by the hag Medusa. It makes me cry when I read about people spending nine months building their worlds because I know that there’s 8 of those months they could have been playing and building their repertoire and that repertoire would have built the world on the fly.
I emerged from my proverbial cocoon only after I stopped trying to cater to types of players I don't enjoy playing with, and I stopped worrying about "doing a little of everything"; I'm a storyteller, and I care about the emotional stories and character interactions; once I realized that and truly focused on that, my games started getting a lot better and both I and my players started having more fun. Good video; not arguing with it.
I have a super bloody player... i am not a bloody dm. Like stabbed 6 nurses with a iv pole because... he thought they might be trying to kill him. I quit dming for a year. just now coming back hence watching these again. I feel this video
Hey Guy, long time fan I’m a cyberpunk red game master and recently my friend started to show interest in starting his own campaign and being a game master himself. Could you perhaps make a guide to help people like myself who want to help our baby Game masters find their way and help them when they need it much love from Texas!
I may not be a Great GM but i run a good narrative driven game and think i was stumbling down the path you laid out by happenstance even if i am a bit fast and loose with the rules. Your story at the end seemed to echo the situation I just walked out of in frustration about a month ago. I've been beating myself up over the way it all went but the advice in this video absolves a lot of that guilt. I guess i gotta hit the books to get back to the basics for the next game.
As for ROC and RAW: I go by the rules and if I want to go away from them, or make an exception, I ask the group. Also I make clear wether it is a permanent interpretation, or an exception for this one super cool action. Homebrew abilities are always with the footnote: "unless it turns out to be unbalanced" General wordbuilding: I like to create a base world first, then get the backstories of players and create cultures together. Sometimes they also just randomly make things happens throughout the story and we just decide together: "yes, this is now cannon". The crazy scenario: I want to give my players the freedom to attempt what they want. I don't want to limit them, nor do I want one of their choices to make me go "urgh, you just ruined my plans for the rest of the campain". I want to go with the results of their actions. That requires flexibility. This freedom has caused so much cool stuff. I deal with their consequences and so do they. Just means I have to be careful to always keep in mind how they could derail my plans. for example: If you show your bbeg in session one, hidden as random charakter, consider that they could do anything from befriend to fight the bbeg.
you also forgot the crazy old school GMs like me who just make it up as we go and know the system we play in very well but the system is always second to fun
9:50 dwarf play with bright pink beard. Me: 😳 thinking of my player who has a dwarf with a pink beard. "How did you hear of ulfgur pink beard" (Player rolls bad luck all the time. Fey turned his beard pink lol)
Finding a full table of people who want to play AND are willing to be active story participants is not easy. 1. If you don’t have any, then you might as well go with a linear campaign. 2. If you have one or two dynamic players you can lean on them to help drive the story and hopefully help develop the others’ comfort/ability to develop 3 dimensional characters. 3. If you have a table full of dynamic players then you have to maintain balance so that bigger personalities don’t dominate.
That last bit of the video really resonated with me.....time to do that furry campaign with where you can only fight through dance battles. surely this way I can find someone in my table that I can force their PC to be in a relationship with my favorite NPC (Not DMPC obviously)...I feel inspired!! CritCrab here I come!!
There is a british tabletop called Gaslands where they don´t have the rule of cool. Instead they use the rule of carnage. So in doubt, every rule should be interpret in a way that the most disastrous effect happens. XD
Please do excuse me for totally disagreeing. At the end it's all about the players currently sitting around your table. Some may like it loud and dramatic, some may like it laid back and totally relaxed. Within a group the style may change per session. But nevermind me.
Your first major point, "Respect the Rules", is one I feel like I just have a difficult time getting people to understand. Respecting the rules does not mean strict and precise adherence to them to the point of "if it's not spelled out, it's not a thing". I, for one, get tired of people telling me "All RPGs run by Rule 0, AKA screw the rules, I have fun". The rules exist for a reason. If you're playing a system, there should be an expectation that said rules will be followed. Do the rules cover everything? No, but they tend to cover most circumstances. Is anything not detailed by the rules simply non-existent? No, that's where GM interpretation comes in. Might the GM occasionally bend, twist, or even break the rules if it serves either the narrative or the players? Yes, with care and caution, as I believe there is a time, place, and reason to deviate from the rules, and THAT is the intent of the oft quoted "Rule 0" to me. It is not a free license and invitation to completely ignore any and all rules for the sake of fun, but a reminder that while there are codified rules, they are not necessarily set in stone, immutable, and all encompassing.
These are really important, but I find myself making 'mistakes' while improvising. Like saying things that are a bit inconsistent with the world or that would be a lot better if I had planned out. So, in my lack of improvisation skills I have to compensate with a lot more hours of planning. That makes GMing a bit stressful, as I have to spend so much time before every session to feel comfortable with it. Any advice?
Hello ! Thanks for your amazing video, it's great :) I kind of disagree with the first point of your video "follow the rules". I perfectly understand why the rules are for. However you don't need to follow the rules of the game to achieve equity, neutrality and common references. There are situations where you may not follow them. When you mustn't do is change the rules in the middle of the game without asking your players, or changing the rules depending of what you, as the GM want to achieve everytime a new situation occur, or even worst : cheating. However if you want to change a rule with every of your players agreement, there is no problems as long as you definitely apply this new rule for everyone until the end of the game. So what you need is only one thing : talk to your players and ask them for their agreements. They might tell you the same thing you sometime do "No, I don't agree, but there is this other rule that might help"
Well, I wonder why you changed your tone about adhering to rules. Even though I will not follow your change. Could it just be that I misunderstood? That you still think to break or redefine any rule given but stick to the "house rule"? Maybe that would make a nice video: "How to change your views on rules?" or "rules or ruling?" something like that. IF however, you meant to stick to the basic structure of rules, to the red line of the rules set then I would agree, that is very important because when you change that you either define a new game (system) or you confuse the group.
Although I don't agree with your style of DMing, I totally agree about how to bring about. Playing d&d with the wrong people IS BAD. Playing games you don't enjoy is TERRIBLE.
You don't have to be omniscient, just give the illusion of omniscience. I design a campaign, let my players sandbox. Then I insert campaign events into when appropriate. The players should wonder whether they were controlling their characters or was I guiding them all the way.
The superfluous use of the word "Space" (i.e. world space instead of just world) is a pointless waste of time, but his videos and advice have always been top notch.
Well I was basically already wanting to be this, thank you now my inner anxieties and autistic self doubt can STFU :) I don't feel so nervous about r/ LFG and my first game :) .... next vid
*Thanks for watching!* Share your thoughts on what embodies a truly great GM by commenting down below! What do you think makes a Great GM?
Make sure to check out the amazing Elements of Inspiration deck from Nord! Find it here: www.kickstarter.com/projects/nordgames/elements-of-inspiration?ref=1n11xz
Find each chapter of the video easily by clicking on the timestamps in the description.
I've been playing and GMing for about 20 years now.
I rarely hear any GM advice that's new or helpful. Then I started seeing your videos and it's actually helpful. So thank you!
Edited- I'm a dumbass with a twitchy finger.
The biggest thing is the fear. I have a player who looooves to push the limits of what the game can allow and I worry about balancing that interaction without either ruining the fun or running the clock.
Buuut once I let go of that fear and decided to just make sure it was fun for everyone, the campaign went in a totally new direction and the scope of the game shifted.
Great to hear your revised opinion about the rules. I've taught criminal law and I always said to my classes that one needs to know how the rules work before being able to say which ones you can bend or interprete in a creative way. It's not that different in games. There is also another reason for it: giving new players basic knowledge that gives them the confidentiality that they can join others groups as an experienced player or even as a new GM.
Honestly, Guy, I really needed to hear this. I had DMed for a group where two of the players were just too chaotic. While my girlfriend (who was one of the PCs) and I wanted a more traditional D&D game, the other two just kept making jokey, chaotic characters who just kind of did whatever they wanted. My GF and I both liked them personally, they were good guys, they just didn’t match the play style that my GF and I were looking for, so we wound up stopping playing with those two. Hearing you say that it is okay to not want to GM/DM for a group if it begins to feel like a burden/tiring was very affirming, so thank you
The same goes for player, if you don't like that way a GM/DM play, you have the right to step down.
@@erc1971erc1971 That is indeed a harsh but realistic lesson to learn.
The ultimate example of letting players create the world is the fellowship RPG, where players explicitly pick moves to define what their species / culture is all about.
My folder of lore and rules contain a folder named lore proposition where my players can add anything they want for me to veto, ask of change, or validate and include. my worlds are always a mix of my players and me.
Goodness how haven’t I thought of this, that’s such an epic idea!
I... I really like this idea holy shit
I am yoinking this idea and nobody can stop me!
You know what I miss from your older videos - great and witty introductions, with costumes and props. I really loved those. Would be nice to see those again.
the last bit of advice is amazing. I had a new player join my established group and he really liked RAW. I am proficient in the rules but I found myself constantly questioning and changin my game to try to satisfy the one new player. He eventually left and ended up being a toxic piece of shit, and I found my games become 5x better because I was able to embrace myself entirely and my other players were having the best campaign of their lives
I definitely feel a total shift in tones from you recent videos to the ones before. Here, I sense a lot more passion where I used to see a bit of pretentiousness (which I thought was the character, and I did like it, just differently!)
I just hope you're happy doing these, my Guy, because I'm loving it still!
tbh that last party "I JUST WANT PEOPLE TO HAVE FUN IM PASSIONATE" i just wanna give you a big hug. big bear hug you are cool guy thank you my friend
This is honestly the best video on the topic of... well "How to be a great GM" I have seen.
This is SO on point.
From describing what is perhaps the utopic goal of developing ones GM style, to not neglecting to mention the points on where to start learning from other styles, to even mentioning differences in your own and player expectations and group compatibility.
When I try to teach someone the role of GM again in the future, I will slowly spoon-feed them the points made here (and this video, when they're ready and have found their own style first).
Honestly, such a great job.
Appreciate how you draw the positive aspects out of each style.
Your enthusiasm and positivity is infectious haha
Great video as always!
All your videos are great but this is the best one. Thanks so much for the advice.
Great video Guy thank you! In my current campaign I have built the world around how the players see their cultures running and it has been both exciting and relieving! It takes so much pressure off of me to think of everything and they each come up with ideas I wouldn't have thought of and are now so invested in this world we built together!
-Dan
Thank you I really needed this, just lost a group of friends because they didn't like how I DM'd but nobody else would step up and were really critical of me and I've been having a hard time. I think I'm ready to try again.
Second highest initiative
It is amazing you are willing to evolve even further, Guy, good job.
I look forward to these videos every week. Thanks!
Thank you for your insight and being enjoyable to watch. I have found affirmation that indeed some of my instincts as a GM were recognizable but can also see in myself a few areas to work on.
Man i just want to say thanks to you ive been able to really change and become a better dm because of you and many other youtubers thank you for all your hard work making these and being awesome to hell those who need it man
It's great to see how you evolved, Guy! I watched many of your older videos years ago, and while I learnt a lot I also disagreed a lot. But what you summorized in this video is so on point, I agree with every single word you said. Kudos, now you're truly a Great GM! Wish you all the best! 🤪
Thank you for these three videos.
I'm finishing my first campaign in the next couple of weeks, which had some major issues throughout. I had a pretty bad DM as my example/role model, very chaotic, a lot of rail roading and largely unstructured, and I overcompensated in my style to be extremely narrative heavy and overly structured. I've told my friends/players that my next campaign is back-to-basics, so I can unlearn the bad habits I picked up.
These videos have help give me some perspective on the various styles and how the best of each can be applied. I hope I can keep this in mind when I start my next campaign in a month.
that thumbnail face is genuinely hilarious and great!
I love this series, this is good stuff. Looking forward to next week! Also, the eyebrow thing you did at the end cracked me up!
One of the things that I’ve learned is that it’s always possible to overcompensate when trying new styles. A lot of advice out there is only situationally correct. You LIKELY have different situations, and might want a different end result. Thus a lot of advice, taken at face value, is “wrong.” But it’s only wrong for you, not for everyone. [corollary only right for you.] I’m not sure we have that collective awareness of this yet. Nice video!
Love this channel. You have a great outtake on different views. Wish I could go play in the castle with ya.
Preach it brother and please keep these videos coming! I really appreciate them and you! (I support you by liking your videos and staying subscribed to this channel.)
I've been playing D&D & other rpg table top games since Grey Hawk in the late 70's. I've seen a lot of different examples of the types you mention...
Since getting back in with 5E & checking out the different RUclips channels, I've realized that none of us were quite able to grasp the concept of story building. It was often by the rules or ignore the rules & do what you want as a GM, & players were stuck with that. Some of us tried to at least be neutral & allow things to happen, but it wasn't as successful.
We enjoyed our games, we had a large group who took turns running their worlds & you played in the ones you wanted to & with the GM or players you wanted.
Those of us who tried, never got the cooperative concept of story building.
The games we ran would have been so much better.
This has been such a good series thus far. I cannot wait to get my hands on the book.
I guess I'm doing it right when I constantly think I didn't DM well, yet my players praise the previous session. I'm constantly trying new styles and may never find one that is just me because I'm all of them.
Great pep talk/ I think there is one thing missing and that’s experience. I don’t mean a huge pile of experience but being engaged in the process of building experience. It’s hard to rapidly improvise an encounter unless you have a mental back library of encounters you have run before, even if it’s 3 orcs or five goblins. It’s hard to maintain one’s cool without a little practice and convert “bandits” into a runaway princess hiding in the swamps where her secret lover has been petrified into a statue by the hag Medusa.
It makes me cry when I read about people spending nine months building their worlds because I know that there’s 8 of those months they could have been playing and building their repertoire and that repertoire would have built the world on the fly.
I emerged from my proverbial cocoon only after I stopped trying to cater to types of players I don't enjoy playing with, and I stopped worrying about "doing a little of everything"; I'm a storyteller, and I care about the emotional stories and character interactions; once I realized that and truly focused on that, my games started getting a lot better and both I and my players started having more fun.
Good video; not arguing with it.
I get the feeling that Guy likes GMing.
yeah, I do too! Guy should drop everything and start making a channel around it!
I have a super bloody player... i am not a bloody dm. Like stabbed 6 nurses with a iv pole because... he thought they might be trying to kill him. I quit dming for a year. just now coming back hence watching these again. I feel this video
Great video, very important for experienced GMs!
I hope you all have an awesome day!
and to you aswell!
@@PlasmaStar-me1hq thank you!!
Love your stuff Guy! Keep up the amazing work!
Hey Guy, long time fan I’m a cyberpunk red game master and recently my friend started to show interest in starting his own campaign and being a game master himself. Could you perhaps make a guide to help people like myself who want to help our baby Game masters find their way and help them when they need it much love from Texas!
I may not be a Great GM but i run a good narrative driven game and think i was stumbling down the path you laid out by happenstance even if i am a bit fast and loose with the rules.
Your story at the end seemed to echo the situation I just walked out of in frustration about a month ago.
I've been beating myself up over the way it all went but the advice in this video absolves a lot of that guilt.
I guess i gotta hit the books to get back to the basics for the next game.
Love love love when you give examples. More examples make these videos jump off the screen. Thanks
As for ROC and RAW: I go by the rules and if I want to go away from them, or make an exception, I ask the group. Also I make clear wether it is a permanent interpretation, or an exception for this one super cool action. Homebrew abilities are always with the footnote: "unless it turns out to be unbalanced"
General wordbuilding: I like to create a base world first, then get the backstories of players and create cultures together. Sometimes they also just randomly make things happens throughout the story and we just decide together: "yes, this is now cannon".
The crazy scenario: I want to give my players the freedom to attempt what they want. I don't want to limit them, nor do I want one of their choices to make me go "urgh, you just ruined my plans for the rest of the campain". I want to go with the results of their actions. That requires flexibility. This freedom has caused so much cool stuff.
I deal with their consequences and so do they. Just means I have to be careful to always keep in mind how they could derail my plans.
for example: If you show your bbeg in session one, hidden as random charakter, consider that they could do anything from befriend to fight the bbeg.
Love your videos, thanks.
I feel so vindicated right now. He's 100% describing my view on DM styles
Won initiave
you also forgot the crazy old school GMs like me who just make it up as we go and know the system we play in very well but the system is always second to fun
I half expected him to start the episode saying well, it’s these… these nuts”
Roc and Raw. Cool name, quite useful.
9:50 dwarf play with bright pink beard.
Me: 😳 thinking of my player who has a dwarf with a pink beard. "How did you hear of ulfgur pink beard"
(Player rolls bad luck all the time. Fey turned his beard pink lol)
Preach!
Finding a full table of people who want to play AND are willing to be active story participants is not easy.
1. If you don’t have any, then you might as well go with a linear campaign.
2. If you have one or two dynamic players you can lean on them to help drive the story and hopefully help develop the others’ comfort/ability to develop 3 dimensional characters.
3. If you have a table full of dynamic players then you have to maintain balance so that bigger personalities don’t dominate.
Great video!
That last bit of the video really resonated with me.....time to do that furry campaign with where you can only fight through dance battles. surely this way I can find someone in my table that I can force their PC to be in a relationship with my favorite NPC (Not DMPC obviously)...I feel inspired!! CritCrab here I come!!
I would really like if he says something about Faction creation. What the books says it's always very vague, making me very lost in what to do.
Make the factions objective clash with the players objective
Muy bonito video bro 🙏
There is a british tabletop called Gaslands where they don´t have the rule of cool. Instead they use the rule of carnage. So in doubt, every rule should be interpret in a way that the most disastrous effect happens. XD
Please do excuse me for totally disagreeing. At the end it's all about the players currently sitting around your table. Some may like it loud and dramatic, some may like it laid back and totally relaxed. Within a group the style may change per session. But nevermind me.
How is the Collaboration with Nord game?
Which kind of Books do they Promote?
Your first major point, "Respect the Rules", is one I feel like I just have a difficult time getting people to understand. Respecting the rules does not mean strict and precise adherence to them to the point of "if it's not spelled out, it's not a thing". I, for one, get tired of people telling me "All RPGs run by Rule 0, AKA screw the rules, I have fun". The rules exist for a reason. If you're playing a system, there should be an expectation that said rules will be followed. Do the rules cover everything? No, but they tend to cover most circumstances. Is anything not detailed by the rules simply non-existent? No, that's where GM interpretation comes in. Might the GM occasionally bend, twist, or even break the rules if it serves either the narrative or the players? Yes, with care and caution, as I believe there is a time, place, and reason to deviate from the rules, and THAT is the intent of the oft quoted "Rule 0" to me. It is not a free license and invitation to completely ignore any and all rules for the sake of fun, but a reminder that while there are codified rules, they are not necessarily set in stone, immutable, and all encompassing.
I'm curious as to what it was that happened that made you change your mind about following the rules.
These are really important, but I find myself making 'mistakes' while improvising. Like saying things that are a bit inconsistent with the world or that would be a lot better if I had planned out. So, in my lack of improvisation skills I have to compensate with a lot more hours of planning. That makes GMing a bit stressful, as I have to spend so much time before every session to feel comfortable with it. Any advice?
Pink beard clan HYPE
Interesting. . .
I like that I don’t have to know all the rues. That’s a bit intimidating.
Hello !
Thanks for your amazing video, it's great :)
I kind of disagree with the first point of your video "follow the rules". I perfectly understand why the rules are for. However you don't need to follow the rules of the game to achieve equity, neutrality and common references.
There are situations where you may not follow them.
When you mustn't do is change the rules in the middle of the game without asking your players, or changing the rules depending of what you, as the GM want to achieve everytime a new situation occur, or even worst : cheating.
However if you want to change a rule with every of your players agreement, there is no problems as long as you definitely apply this new rule for everyone until the end of the game.
So what you need is only one thing : talk to your players and ask them for their agreements. They might tell you the same thing you sometime do "No, I don't agree, but there is this other rule that might help"
Well, I wonder why you changed your tone about adhering to rules. Even though I will not follow your change.
Could it just be that I misunderstood? That you still think to break or redefine any rule given but stick to the "house rule"?
Maybe that would make a nice video: "How to change your views on rules?" or "rules or ruling?" something like that.
IF however, you meant to stick to the basic structure of rules, to the red line of the rules set then I would agree, that is very important because when you change that you either define a new game (system) or you confuse the group.
Have fun, dammit!
Respect the rules + 1. Or use another game system. I'm an old gamer and I subscribe too to yours advices on the relation between gm and players group.
Somehow I only got 50xp on this video? Did I just accidentally miss the popups in the left corner or was there genuinely only 50xp?
Although I don't agree with your style of DMing, I totally agree about how to bring about. Playing d&d with the wrong people IS BAD. Playing games you don't enjoy is TERRIBLE.
If i did not learn anything new in this video, does it means i theoretically became Great GM?
Your tyrannical kindness clearly knows no boundaries. 🤣
You don't have to be omniscient, just give the illusion of omniscience. I design a campaign, let my players sandbox. Then I insert campaign events into when appropriate. The players should wonder whether they were controlling their characters or was I guiding them all the way.
bRO, a whole year for the elements of inspiration... PDF?? ;[ im sorry!
If there is a toxic player in your game, then tell him/her, confront them and if they continue tell them they are not welcome in your game.
Don't ignore the rules, change the rules.
Incorporative is a word. As someone who is also good at language, if you think something should be a word, 80% of the time it is.
you never played traveller have you
The superfluous use of the word "Space" (i.e. world space instead of just world) is a pointless waste of time, but his videos and advice have always been top notch.
I AM NONE OF THE BAD GM AND ONLY THE ULTIMATE OF GREAT STYLE
Well I was basically already wanting to be this, thank you now my inner anxieties and autistic self doubt can STFU :) I don't feel so nervous about r/ LFG and my first game :) .... next vid
We your players are not always your friends