Psychological warfare is one aspect of being a GM that I have not delved into much during my games, at least not consciously. Trying to use some of the tips and tricks Jim outlined in his posts becomes harder when you are too busy juggling all the other things you need to as an inexperienced GM. This is where something I mentioned last week comes into play: letting your players do the work.
Coming to you on a Friday because I forgot what day of the week it was (in my defence, I haven’t had a proper weekly schedule in months), we’re continuing improv month with a look at it from the new GM’s perspective. And especially for those starting out, improv is hard.
Well I have finally returned from the abyss of thesis work and back to writing here at TPK. Today we’ll be looking at hooks, how you introduce adventures to your players. For a new GM it can be hard to implement them properly so lets take a look at what I did and how I learned from it.
One of the first and most important steps when starting up as a GM is to pick your system. There are many factors to take into account when choosing one, e.g. complexity, setting, combat, player expectations. When faced with these factors last year I settled on D&D Essentials as my system of choice and I’ll explain why below.
Hello everyone, I’m the new guy here at TPK so I thought I would introduce myself a little with this first post before I start writing all over the places where you expect Jim to be.