PC Generation: When running a game I think one of the most important things that the players like is their characters. Everything builds from that point on.
That said, it doesn’t mean that you should give in to every request, but only prohibit something if it is completely incompatible with your setting or story, or is seriously unbalanced, otherwise work with and encourage any ideas the players have for their PCs. Even use their ideas to build the areas and places of your setting.
Say for example, you are starting them in Area A, but there are no Satyrs in Area A. Make a note about a lost tribe of Satyrs that have been living secretly in Area A, since the Second Age. (this further develops your setting and also gives the PC something to use for his back story).
This also goes a long way in showing what kind of GM you will be from the very start, the PCs will see from the start that you are being fair, and “on their side” and appreciate it. Later on they will accept rule interpretations without even a second thought (even those that may seem questionable) because in their minds you have been fair and on their side form the very start. I have written a couple things about GMing that have been published in Dragon and Dungeon Magazines; in one of them I was making a similar point and wrote something like, “Running a game is a lot like driving a wagon, keep the reigns
lose but know when to jerk them back.”
Pre-Game: I encourage all the PCs to write a character history before the game, and to further encourage this, I offer pre-game XP Awards to anyone who does. The more they write the more XP they earn (in some of my games PCs have started at 2nd or 3rd level). I think a back story is very important to have before the game starts. It gives the GM the knowledge he needs to place each PC in realistic meeting situations for the first game. It also gives the GM the ability to work with the PC on their personal goals and personal quests.
First Session: It is important that each PC has individual goals that they work toward in addition to the party goals. They must have a reason for being where they are and something they are working towards. The trick is to have those goals fall mostly in line with the goals of the other PCs.
The hidden Satyr village has recently been infected with a sickness that has killed a third of its population including the village Shamen. Our Satyr PC has decided to leave his small village and set off for the City of Naric with the hopes of saving himself from the illness and finding a help for the village.
The Half-Dragon, who has been adventuring for over a year now (that PC wrote a nice history) is also coming to the City of Naric to look in the Hall of Records with hopes to find out the name and birth place of his father.
Once in the Naric both characters learn they must head east to the same coastal city.
Writing the actual Game: I break my games out into the following three categories:
Campaigns: 8 + sessions
Adventures: 3 + Sessions
Sessions (a session should usually be about 8 hours of playing)
The Campaigns, Adventures and Session I write basically follow this design: history, introduction, problem, causality/choice, plan, plan enactment, twist/surprise, adjust plan, enact adjustment, climax, resolution.
Writing The Campaign: The first thing you should do is write up the overall Campaign. This will be very short but will be the overall goal for 8 or more sessions. This is the main story arc, this is your summary of your first book. For example: The PCs will discover a map to a hidden Dragon’s lair, along with part of a note that describes the treasure inside. The note explains that the Dragon has died and the lair is isolated on an island and so well hidden that it has not been plundered. Secret: The Dragon has actually died but the lair is now inhabited by a tribe of large winged monkey creatures which will attack as soon as the PCs enter their home. Also the Lair has actually been plundered once, so most of the gems and platinum are gone, but there are still piles of gold and silver.
Everything you write should always have at least one secret attached to it… a “What the PCs don’t know” part.
Next write an outline of the first adventure. My adventure outlines are usually about a page long. An adventure should be something that will take 2 to 4 session of play to complete. Adventures are stories, think of them as writing an essay about the first couple chapters of a book. I won’t write out a page long example adventure, but it should be something like:
PCs 1)get to a village, 2)learn about something, 3)figuring out what to do, 4)travel to a point A to do it, 5)discover a plot twist, 6)adjust their plan, 7)defeat foe and end adventure.
Parts 1, 2 and 3 could be the first session, parts 4 and 5 could be the second session and parts 6 and 7 could be the third and final session of this adventure.
Finally, write the first session. The sessions will be the actual games, the chapters of the book. These are the specifics of the story, which will be mainly written by the PC but the chapter framework has been provided by you. When I write a session it is usually about 6 to 10 pages. This is what you will have in front of you when you are running. This is all your notes, diagrams, stats, descriptions, dialog, picture, and handouts, everything you will reference during the session.
This is where you must prepare for multiple contingencies and paths the characters may take. This is difficult, because you never want to seem like you are influencing what the PCs can or can’t do, but you obviously can’t spend hours upon hours preparing for every possibility. Just as important as the Players liking their characters is that it does not appear that you are influencing their decisions at all.
The trick here (with a linear game design) is to develop a story that has limited realistic choices as it progresses forward. To do this you will have to understand the motivations of the PCs. Are they evil and after wealth or power? Are they looking to become famous? Are they out to do good acts and help the world?
Imagine a funnel, the wide end is the start of the session, as the characters start to learn about what is going on around them and start to interact with their environment, there appears to be endless possibilities, but once they “get into it” the adventure should be designed so that their choices get narrower and narrower without them realizing it. You know their alignment and you know their back stories and (most of the time) you know the people who are playing the characters. Deciding what to prepare will also come from experience behind the screen, which you will quickly gain. Also, sessions should always have some type of resolution. Session should be designed so that, even if it is not the end of that particular Adventure, there is some type of story resolution at the end of each.
Here’s some additional tips: Don’t mimic any other GM you have played under. Do things the way you want and develop your own “style” from the very first time you run.
Always be consistent and follow the rules of the system. If you are changing a rule, tell the PCs as soon as you make the change and tell them why and how it will affect them and the game. Being consistent is very important. If you are not sure of a rule, ask someone to look it up while you interact with another player.
Don’t get bogged down with details concerning behind the scenes actions. For example: don’t make the PCs sit there while you roll out combat between NPCs, just decide who wins and give a brief description of how one NPC killed the other and move on.
If you have to make up something during a game, write it down so it can be incorporated into your setting/next session/etc.
For each session, throw in a few “random” things. By this I mean put things into each session that the PCs can’t explain. For example, in Session II the party comes up from the Underdark into the middle of huge forest, after a few minutes of walking they find a chess board in the middle of the forest, they investigate, find nothing and move on. Now they will have NO idea why a chess board is in the middle of the forest, and YOU don’t have to have any idea why its there either, BUT in the future, you will be writing Session 7, and you will be able to make a relevant connection to a chess board and the PCs will think you are a genius rp game designer.
Have something individual prepared for each PC each session. Advance the PC’s personal goals, at least a little, each session. If a PC is causing a distraction, or looks distracted, do something to bring him back to the game immediately. Maybe he notices something related to personal goal in the bar, maybe someone spills ale on him by accident, anything, as soon as a PC’s mind starts to drift, hit him with some type of in game interaction.
Combat for a purpose. All combat should have a purpose. Don’t use combat as something you do when you’re out of material. Use combat realistically.
In real life, not everything is super difficult and not everything is easy. Some GMs design every part of every session to be very difficult and very challenging for the PCs. I disagree with this. Sometimes the PCs escape from the dungeon of a castle and find that all of their captors had been killed the day before and the entire castle is theirs to loot. Other times they work very hard, even have a death or two and finally make it to the tomb and find out it has already been completely looted.
Use what you have. When I have important NPC dialog, I frequently have a player read for one of the NPCs. If the Party’s lantern goes out, turn of the lights until they get it lit would be another example. If I were running an all Humanoid party, I would play off the natural superstitious nature of Humanoids, I would use racism against them on occasion, and I would put them in situations where their strength won’t help them.



