How can I enjoy being a DM when I have an explorer personality?

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I live in a small Finnish town with my wife and we want to play. But we cannot find any GMs there. So I decided to try to be GM myself. The problem is - I love to explore the worlds, story, monsters, personalities of NPCs, and so on. But as a game master, I must invent them beforehand, and there would be nothing to explore even through players.
Are there any techniques I can try to use to enjoy GMing? Or am I doomed, and my personality will completely prevent me from being a GM and enjoying the game at the same time?
I think I can manage to have only some parts unknown for me, but even this I don't know how to do - except for random encounters and random loot, but that is not enough.
Or maybe I can use some tool to get what I want, at least to some degree?
gm-techniques tools new-gm metagaming
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show 3 more comments
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I live in a small Finnish town with my wife and we want to play. But we cannot find any GMs there. So I decided to try to be GM myself. The problem is - I love to explore the worlds, story, monsters, personalities of NPCs, and so on. But as a game master, I must invent them beforehand, and there would be nothing to explore even through players.
Are there any techniques I can try to use to enjoy GMing? Or am I doomed, and my personality will completely prevent me from being a GM and enjoying the game at the same time?
I think I can manage to have only some parts unknown for me, but even this I don't know how to do - except for random encounters and random loot, but that is not enough.
Or maybe I can use some tool to get what I want, at least to some degree?
gm-techniques tools new-gm metagaming
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2
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Are you asking about a particular RPG system/edition, or about handling this issue in RPGs in general?
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– V2Blast
Jan 29 at 20:08
2
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Best legit game rec question in some time.
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– KorvinStarmast
Jan 30 at 1:54
1
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I see that this was held as “unclear”, but there's no lack of clarity in the question that I can see, and nobody has asked for anything to be clarified, so I've unheld it. If something's unclear that I've overlooked, please do point it out so that the asker can clarify.
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– SevenSidedDie♦
Jan 31 at 2:22
1
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@V2Blast Re the first comment, unless system information is required to understand a question it can leave it out, so there's no need to add what game is being played, let alone force the issue with a hold. It didn't register as a clarification request, just asking for additional info. For the second comment, the body is clearly "how can I enjoy", and if the title needs to match better it can be adjusted. Fixing up a title is a non-issue, and the body doesn't need clarifying, since it already says. If those two things are all that was behind the hold votes, it really didn't need to be held.
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– SevenSidedDie♦
Jan 31 at 2:33
1
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(I don't think the title needs to match better, anyway: not enjoying being GM is incompatible enough with GMing that the title already describes the problem just fine in that respect.)
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– SevenSidedDie♦
Jan 31 at 2:38
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show 3 more comments
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I live in a small Finnish town with my wife and we want to play. But we cannot find any GMs there. So I decided to try to be GM myself. The problem is - I love to explore the worlds, story, monsters, personalities of NPCs, and so on. But as a game master, I must invent them beforehand, and there would be nothing to explore even through players.
Are there any techniques I can try to use to enjoy GMing? Or am I doomed, and my personality will completely prevent me from being a GM and enjoying the game at the same time?
I think I can manage to have only some parts unknown for me, but even this I don't know how to do - except for random encounters and random loot, but that is not enough.
Or maybe I can use some tool to get what I want, at least to some degree?
gm-techniques tools new-gm metagaming
$endgroup$
I live in a small Finnish town with my wife and we want to play. But we cannot find any GMs there. So I decided to try to be GM myself. The problem is - I love to explore the worlds, story, monsters, personalities of NPCs, and so on. But as a game master, I must invent them beforehand, and there would be nothing to explore even through players.
Are there any techniques I can try to use to enjoy GMing? Or am I doomed, and my personality will completely prevent me from being a GM and enjoying the game at the same time?
I think I can manage to have only some parts unknown for me, but even this I don't know how to do - except for random encounters and random loot, but that is not enough.
Or maybe I can use some tool to get what I want, at least to some degree?
gm-techniques tools new-gm metagaming
gm-techniques tools new-gm metagaming
edited Feb 3 at 21:11
V2Blast
23k373144
23k373144
asked Jan 29 at 17:04
Dmitriy RepinDmitriy Repin
19126
19126
2
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Are you asking about a particular RPG system/edition, or about handling this issue in RPGs in general?
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– V2Blast
Jan 29 at 20:08
2
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Best legit game rec question in some time.
$endgroup$
– KorvinStarmast
Jan 30 at 1:54
1
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I see that this was held as “unclear”, but there's no lack of clarity in the question that I can see, and nobody has asked for anything to be clarified, so I've unheld it. If something's unclear that I've overlooked, please do point it out so that the asker can clarify.
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– SevenSidedDie♦
Jan 31 at 2:22
1
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@V2Blast Re the first comment, unless system information is required to understand a question it can leave it out, so there's no need to add what game is being played, let alone force the issue with a hold. It didn't register as a clarification request, just asking for additional info. For the second comment, the body is clearly "how can I enjoy", and if the title needs to match better it can be adjusted. Fixing up a title is a non-issue, and the body doesn't need clarifying, since it already says. If those two things are all that was behind the hold votes, it really didn't need to be held.
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– SevenSidedDie♦
Jan 31 at 2:33
1
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(I don't think the title needs to match better, anyway: not enjoying being GM is incompatible enough with GMing that the title already describes the problem just fine in that respect.)
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– SevenSidedDie♦
Jan 31 at 2:38
|
show 3 more comments
2
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Are you asking about a particular RPG system/edition, or about handling this issue in RPGs in general?
$endgroup$
– V2Blast
Jan 29 at 20:08
2
$begingroup$
Best legit game rec question in some time.
$endgroup$
– KorvinStarmast
Jan 30 at 1:54
1
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I see that this was held as “unclear”, but there's no lack of clarity in the question that I can see, and nobody has asked for anything to be clarified, so I've unheld it. If something's unclear that I've overlooked, please do point it out so that the asker can clarify.
$endgroup$
– SevenSidedDie♦
Jan 31 at 2:22
1
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@V2Blast Re the first comment, unless system information is required to understand a question it can leave it out, so there's no need to add what game is being played, let alone force the issue with a hold. It didn't register as a clarification request, just asking for additional info. For the second comment, the body is clearly "how can I enjoy", and if the title needs to match better it can be adjusted. Fixing up a title is a non-issue, and the body doesn't need clarifying, since it already says. If those two things are all that was behind the hold votes, it really didn't need to be held.
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– SevenSidedDie♦
Jan 31 at 2:33
1
$begingroup$
(I don't think the title needs to match better, anyway: not enjoying being GM is incompatible enough with GMing that the title already describes the problem just fine in that respect.)
$endgroup$
– SevenSidedDie♦
Jan 31 at 2:38
2
2
$begingroup$
Are you asking about a particular RPG system/edition, or about handling this issue in RPGs in general?
$endgroup$
– V2Blast
Jan 29 at 20:08
$begingroup$
Are you asking about a particular RPG system/edition, or about handling this issue in RPGs in general?
$endgroup$
– V2Blast
Jan 29 at 20:08
2
2
$begingroup$
Best legit game rec question in some time.
$endgroup$
– KorvinStarmast
Jan 30 at 1:54
$begingroup$
Best legit game rec question in some time.
$endgroup$
– KorvinStarmast
Jan 30 at 1:54
1
1
$begingroup$
I see that this was held as “unclear”, but there's no lack of clarity in the question that I can see, and nobody has asked for anything to be clarified, so I've unheld it. If something's unclear that I've overlooked, please do point it out so that the asker can clarify.
$endgroup$
– SevenSidedDie♦
Jan 31 at 2:22
$begingroup$
I see that this was held as “unclear”, but there's no lack of clarity in the question that I can see, and nobody has asked for anything to be clarified, so I've unheld it. If something's unclear that I've overlooked, please do point it out so that the asker can clarify.
$endgroup$
– SevenSidedDie♦
Jan 31 at 2:22
1
1
$begingroup$
@V2Blast Re the first comment, unless system information is required to understand a question it can leave it out, so there's no need to add what game is being played, let alone force the issue with a hold. It didn't register as a clarification request, just asking for additional info. For the second comment, the body is clearly "how can I enjoy", and if the title needs to match better it can be adjusted. Fixing up a title is a non-issue, and the body doesn't need clarifying, since it already says. If those two things are all that was behind the hold votes, it really didn't need to be held.
$endgroup$
– SevenSidedDie♦
Jan 31 at 2:33
$begingroup$
@V2Blast Re the first comment, unless system information is required to understand a question it can leave it out, so there's no need to add what game is being played, let alone force the issue with a hold. It didn't register as a clarification request, just asking for additional info. For the second comment, the body is clearly "how can I enjoy", and if the title needs to match better it can be adjusted. Fixing up a title is a non-issue, and the body doesn't need clarifying, since it already says. If those two things are all that was behind the hold votes, it really didn't need to be held.
$endgroup$
– SevenSidedDie♦
Jan 31 at 2:33
1
1
$begingroup$
(I don't think the title needs to match better, anyway: not enjoying being GM is incompatible enough with GMing that the title already describes the problem just fine in that respect.)
$endgroup$
– SevenSidedDie♦
Jan 31 at 2:38
$begingroup$
(I don't think the title needs to match better, anyway: not enjoying being GM is incompatible enough with GMing that the title already describes the problem just fine in that respect.)
$endgroup$
– SevenSidedDie♦
Jan 31 at 2:38
|
show 3 more comments
9 Answers
9
active
oldest
votes
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A Style or Category More Than a Tool
There is a style of games in which the GM gets to be surprised and explore unknowns. These are games where the players also have the right to add story details, places and NPCs to the game world, and otherwise take over parts of the usual GM's repertoire of powers.
In some games, such power is highly restricted and/or regulated. In others, the line between the GM's and the players' ability to directly shape the world by fiat is much blurrier.
These games are known by a plethora of names such as 'collaborative', 'narrative', 'storygames' and perhaps some others. There is surprisingly much flame-warring about what exactly 'narrative' means what are minimum requirements for a game to use such adjectives. But that's not as important to this question as understanding what games should help with your problem: games where the GM gets to explore parts of the world created by players in a manner similar to how players explore the parts made by the GM.
Examples of such games:
Microscope. A 'high-end' example, to the point of being disputed as an RPG, where participants get to define huge parts of the world, and are encouraged to just add a world-feature on top of whatever's been added by the previous participants. E.g. one may say that the galaxy includes aliens, but another adds the twist that meaningful communication with them isn't normally possible. Keep in mind that Microscope has very weak attachment to characters - probably even less than assumed in 'dynastic' playstyles!
Various FATE games. A 'mid-range' example: players do have ability to shape the world, but the ability to do so depends on expending limited resources and/or successful rolls, and there is some veto power wielded by the GM.- There are many normally 'traditional' games (i.e. non-storygames) that add 'low-end' elements of such player abilities. In them, such powers are highly limited in scope, magnitude or both, and may also be very resource-limited. Such as GURPS (a game with an overwhelmingly 'physics-oriented' reputation!) allowing players to give their PCs lucky coincidences if they have the (expensive and limited in use per session) Serendipity advantage, or Impulse Points (likewise moderately expensive and slowly-regenerating). Or Exalted allowing players to add small details to the world if they make a sufficiently glorious description of a character's action that already builds upon world details that have been described by the GM.
Apocalypse World, Dungeon World, and their derivatives instruct and require the GM to play to find out what happens, and to not plan ahead too far (the system fights you if you try). They support improvisation and exploration in the moment without having to define things thoroughly ahead of time. That probably puts it on the a 'mid-to-high' part of the spectrum.
Fiasco. The GMless, story-focused nature of the game puts it on the 'high end' of the spectrum, though not as high as Microscope because it is more attached to actual characters by comparison.
The Cost of Discovery
Of course, such a style is not necessarily for everyone, and not just in terms of being not to everyone's taste. GMing in such a style requires being more ready and willing to improvise, to tolerate carefully set up plans being invalidated by a seemingly-inconsequential detail that turns out to significantly change the context and the like. It can result in the game world ending up less coherent under the weight of all the additions - more Star Wars Expanded Universe than Historical WWII. If you and your players are fine with that - great!
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You mentioned you're not familiar with how AW and DW fall, but I'm familiar and have taken the liberty of adding a description of how they relate to this situation. Please revise further as you'd like. ("Play to find out what happens" is one of the three points of the Agenda, a set of instructions for the GM to follow and live out when running these games.)
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– doppelgreener♦
Jan 29 at 23:51
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@doppelgreener Thanks. Will edit my part to make the transition smoother and focus more on your description than my disclaimer (which is no longer necessary, come to think of it).
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– vicky_molokh
Jan 30 at 7:24
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Don't invent and plan your entire world in advance.
It's always a good idea to have a basic plan ahead of time. Knowing that your players will start in a city and you want to throw a hook at them dealing with a crime boss (maybe they get mugged in an alley to get the ball rolling?). But you don't need to plan out the entire world. Sure, they're in a city, and the city has all the things that cities have such as shops, inns, bars, etc. So wait for your player say that they want to go to the shop to try to buy an item. On the fly, make up the shop's name, make up the shopkeep. Create their personality as you go, in response to what the players do and say. This way, the experience is new to you too; you're also discovering the shop and learning about the shopkeep.
Now, if you do do this, there are a few things that you'll have to do as well:
- Keep notes! You've now made Fizz Wizzets Magical Gadgets, and Fizz Wizzet is the owner, a gnome with red hair and a bubbly personality. Write all that down so that the players have a consistent experience next time they want to visit the shop.
- Have a very basic outline of ideas. Plot hooks, key story points, major characters and their motivations, etc. It might also be helpful to have a list of possible character name and personality traits that you can throw together at a moment's notice to create someone new as needed.
- Be good at improvisation. Good DMs can always improvise on the fly a little bit, but to be able to run a game like this, you really have to do well. You don't want to drag the game to a halt while you try to make up a name and decide how an NPC will respond, you need to try to keep things moving whenever possible.
This can be done with many TTRPG games, including D&D and Pathfinder; but some games are better than others. Further, there are some games that help to offload some of the work onto your players; see other answers for examples and details.
Personally, the hardest part about this strategy is combat encounters. It's one thing to make up NPCs and improvise their reactions and responses. It's another to make up a combat encounter on the fly and have it be fair and balanced; especially for a less-experienced DM. I would advise planning out a few combat encounters in advance. You can shift around the name and description of the enemies, but have an idea of how many there are, what their statblocks are, what weapons/magic they have, etc. When it makes sense to put your players in combat, you can then decide if they're fighting Human Thugs, Orc Raiders, Kobold Guards, or Royal Knights. At that point, you're just putting a skin on the block of stats and abilities you pre-prepared.
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I like this answer a lot personally. I think it's totally reasonable to make the world with the players, ask them what they want, ask them where they want to go, ask them what they find interesting. At the start you can do a lot of this during character creation. The improvisation step becomes much easier if you offload the improvisation to them, while still adding your own flair & creativity to keep it fresh and interesting.
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– Yvihs
Jan 30 at 7:30
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A tool that can greatly help keeping tracks of everything you invent (quick note taking + quick ability to "sort" and "classify" datas) : a mindmapping software (ex: FreePlane). Have a laptop nearby, have the mindmapping software open, and you can very quickly open/close sub branches (ex: have main branches: worldmap - PCs - NPCs - monsters - deities) (have sub branches: World-ContinentA-landX-townY). FreePlane allow to quickly open/close subbranches (all or just the one you click on), and you can take a note (TAB to open a node) and then move it around (ctrl-arrows to move across the tree).
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– Olivier Dulac
Jan 30 at 17:01
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Put that exploring energy into worldbuilding
Explore the world, but instead of it being another DM's world it is your world. Let your imagination fill in the pieces as you construct the world.
In my campaigns I start with a single town or city, often I take this from a module or adventure to make things simpler to start. Once I need to expand the world I explore it as though I were an adventurer.
An example of the train of thought this leads to:
What happens if I head north from here? Maybe there's mountains.
How do I get through the mountain? With a little searching there is a mountain pass.
Who controls the pass? The pass is guarded by Hill Dwarfs who won't allow passage to outsiders.
How do I placate the dwarfs? If someone were to deal with the nearby Winter Wolves the Dwarfs might let you through.
What lies at the other end of the pass?
Worldbuilding like this is still exploring, but exploring your imagination instead of a pre-made world. To me that's more exciting because there are infinite possibilities of what is around the corner or over the hill.
Additionally this gets me more excited for my players to explore. When they explore I get to share my discoveries with them. This makes me a more engaged and (in my opinion) better DM.
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I also enjoy exploring, and I would encourage you not to underestimate how much exploring your players will cause. If you create a robust world and give your players freedom to do some exploring of their own, they will almost certainly go off in directions you didn't expect, and require some improvisation. Even if they don't go off in odd directions, you may find that watching others enjoy exploring the world you built brings you some joy. If the idea of bringing your carefully built world to others does not sound like it would be enjoyable, then DND may not be for you. However, suggestion or shopping posts are not really within the scope of this board, especially once we depart from DND and the wide world of tabletop RPGs opens up to be explored.
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You can absolutely still DM! You can get the same enjoyment of exploring out of being the DM as being a player. I DM and I am often surprised at what the players in the party do and how it changes the story. I get a great deal of enjoyment and exploration out of preparing ahead of time before we play.
Get into the lore and explore things like the Sword Coast Adventurer's Guide. These can give you a sense of adventure and immersion as you go along.
As others have also answered, definitely check out some of the pre-made campaigns like the Lost Mine of Phandelver Starter Set campaign. This has a story, world, and villains already made up that you get to discover and explore along the way with your party.
You can also explore some of the tutorials on Improvising a campaign. This lets the story grow and unfold in ways that you wouldn't even expect and allows you to get enjoyment out of not knowing what is going to happen next.
Bottom line is just have fun!
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Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
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– V2Blast
Jan 29 at 22:05
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As a volunteer-to-DM myself, I often feel that too. I really enjoy both DM and PC sides but at first, I'm a DM because I couldn't find a DM. So here are two pieces of advice:
Build over the pre-built, and improvise
As Linksassin said, you can use your imagination and exploration craving to build you own stories. I would suggest to begin with pre-built stories, then you'll quickly start to add your own paths and forks. Then, when you'll be more familiar with the game you play at, you can build your stories from scratch. I'm sure you will truly enjoy to see your PC explore your stories.
Switch sides!
In my current group, I was lucky to have one of my players who told me he wanted to try DMing too. I jumped on that occasion since I admitted that I missed being a player, just exploring and improvising my way out. So we agreed, with the group blessing, to switch sides at the end of every scenario. We just have to find some RP justifications (He plays a priest that have to retreat in his cult's temple every now and then, and I want to play an semi-hermit druid, so that was easy). So you could suggest that to your group, and maybe one of your player will understand your situation and agree to switch side with you.
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You'll be surprised how much on-the-fly worldbuilding you do as a GM. Even if you have the entire campaign memorized, your players will never do exactly what you expect, and they'll surprise you with all kinds of twists as they do silly things and ask about details you never thought of.
The easiest way to make the game interesting is to encourage the players to explore and be silly. Don't be one of those GMs who won't tolerate nonsense or off-topic play. When your players are allowed to be goofy, you end up with a lot of zany scenarios that create all manner of situations you never expected and get to explore along with your players.
Some of the most memorable games I've ever been in have involved things like discovering a medieval sex shop, characters playing bagpipes while strolling through the dungeon, and players determined to find a magical item who end up on some completely random quest based on some other player's suggestion. Let your players fill the world with their own quirky ideas and you'll never get bored.
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Welcome to RPG.SE! Take the tour and check out the help center. This is a good first answer!
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– V2Blast
Jan 31 at 2:25
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@V2Blast Thanks. I've seen the Role-Playing Games site, but never extended my account to it until now.
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– CMB
Jan 31 at 3:56
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I would suggest seeking out published adventures, such as those written for Dungeons and Dragons 5th Edition or Pathfinder. They not only reduce the burden on a first time GM by reducing the amount of preparation necessary, but also have pre-established characters and settings that you can learn about while running the game. It's unlikely to have quite the same effect as actually playing would, but it should provide some of that sense of discovery and exploration.
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The Friends at the Table podcast does a lot of "play to find out what happens". They have used Stars Without Number, Microscope and The Quiet Year, along with a couple different Powered By the Apocalypse variants to do this kind of exploratory gameplay, and they are very good at it.
If you'd like to listen to the episodes that they use these in to get an idea of the gameplay, try the COUNTER/Weight "faction" episodes and the Marielda, City of Light pt. 1 episode to hear actual gameplay.
I might also recommend Follow, from the creator of Microscope, because it's specifically meant to be a GM-less game, so everyone participates to try to reach the goal: slay the dragon, pull off the heist, settle a new planet...Friends at the Table also played this, but I don't remember which episodes it was used in.
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9 Answers
9
active
oldest
votes
9 Answers
9
active
oldest
votes
active
oldest
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active
oldest
votes
$begingroup$
A Style or Category More Than a Tool
There is a style of games in which the GM gets to be surprised and explore unknowns. These are games where the players also have the right to add story details, places and NPCs to the game world, and otherwise take over parts of the usual GM's repertoire of powers.
In some games, such power is highly restricted and/or regulated. In others, the line between the GM's and the players' ability to directly shape the world by fiat is much blurrier.
These games are known by a plethora of names such as 'collaborative', 'narrative', 'storygames' and perhaps some others. There is surprisingly much flame-warring about what exactly 'narrative' means what are minimum requirements for a game to use such adjectives. But that's not as important to this question as understanding what games should help with your problem: games where the GM gets to explore parts of the world created by players in a manner similar to how players explore the parts made by the GM.
Examples of such games:
Microscope. A 'high-end' example, to the point of being disputed as an RPG, where participants get to define huge parts of the world, and are encouraged to just add a world-feature on top of whatever's been added by the previous participants. E.g. one may say that the galaxy includes aliens, but another adds the twist that meaningful communication with them isn't normally possible. Keep in mind that Microscope has very weak attachment to characters - probably even less than assumed in 'dynastic' playstyles!
Various FATE games. A 'mid-range' example: players do have ability to shape the world, but the ability to do so depends on expending limited resources and/or successful rolls, and there is some veto power wielded by the GM.- There are many normally 'traditional' games (i.e. non-storygames) that add 'low-end' elements of such player abilities. In them, such powers are highly limited in scope, magnitude or both, and may also be very resource-limited. Such as GURPS (a game with an overwhelmingly 'physics-oriented' reputation!) allowing players to give their PCs lucky coincidences if they have the (expensive and limited in use per session) Serendipity advantage, or Impulse Points (likewise moderately expensive and slowly-regenerating). Or Exalted allowing players to add small details to the world if they make a sufficiently glorious description of a character's action that already builds upon world details that have been described by the GM.
Apocalypse World, Dungeon World, and their derivatives instruct and require the GM to play to find out what happens, and to not plan ahead too far (the system fights you if you try). They support improvisation and exploration in the moment without having to define things thoroughly ahead of time. That probably puts it on the a 'mid-to-high' part of the spectrum.
Fiasco. The GMless, story-focused nature of the game puts it on the 'high end' of the spectrum, though not as high as Microscope because it is more attached to actual characters by comparison.
The Cost of Discovery
Of course, such a style is not necessarily for everyone, and not just in terms of being not to everyone's taste. GMing in such a style requires being more ready and willing to improvise, to tolerate carefully set up plans being invalidated by a seemingly-inconsequential detail that turns out to significantly change the context and the like. It can result in the game world ending up less coherent under the weight of all the additions - more Star Wars Expanded Universe than Historical WWII. If you and your players are fine with that - great!
$endgroup$
2
$begingroup$
You mentioned you're not familiar with how AW and DW fall, but I'm familiar and have taken the liberty of adding a description of how they relate to this situation. Please revise further as you'd like. ("Play to find out what happens" is one of the three points of the Agenda, a set of instructions for the GM to follow and live out when running these games.)
$endgroup$
– doppelgreener♦
Jan 29 at 23:51
$begingroup$
@doppelgreener Thanks. Will edit my part to make the transition smoother and focus more on your description than my disclaimer (which is no longer necessary, come to think of it).
$endgroup$
– vicky_molokh
Jan 30 at 7:24
add a comment |
$begingroup$
A Style or Category More Than a Tool
There is a style of games in which the GM gets to be surprised and explore unknowns. These are games where the players also have the right to add story details, places and NPCs to the game world, and otherwise take over parts of the usual GM's repertoire of powers.
In some games, such power is highly restricted and/or regulated. In others, the line between the GM's and the players' ability to directly shape the world by fiat is much blurrier.
These games are known by a plethora of names such as 'collaborative', 'narrative', 'storygames' and perhaps some others. There is surprisingly much flame-warring about what exactly 'narrative' means what are minimum requirements for a game to use such adjectives. But that's not as important to this question as understanding what games should help with your problem: games where the GM gets to explore parts of the world created by players in a manner similar to how players explore the parts made by the GM.
Examples of such games:
Microscope. A 'high-end' example, to the point of being disputed as an RPG, where participants get to define huge parts of the world, and are encouraged to just add a world-feature on top of whatever's been added by the previous participants. E.g. one may say that the galaxy includes aliens, but another adds the twist that meaningful communication with them isn't normally possible. Keep in mind that Microscope has very weak attachment to characters - probably even less than assumed in 'dynastic' playstyles!
Various FATE games. A 'mid-range' example: players do have ability to shape the world, but the ability to do so depends on expending limited resources and/or successful rolls, and there is some veto power wielded by the GM.- There are many normally 'traditional' games (i.e. non-storygames) that add 'low-end' elements of such player abilities. In them, such powers are highly limited in scope, magnitude or both, and may also be very resource-limited. Such as GURPS (a game with an overwhelmingly 'physics-oriented' reputation!) allowing players to give their PCs lucky coincidences if they have the (expensive and limited in use per session) Serendipity advantage, or Impulse Points (likewise moderately expensive and slowly-regenerating). Or Exalted allowing players to add small details to the world if they make a sufficiently glorious description of a character's action that already builds upon world details that have been described by the GM.
Apocalypse World, Dungeon World, and their derivatives instruct and require the GM to play to find out what happens, and to not plan ahead too far (the system fights you if you try). They support improvisation and exploration in the moment without having to define things thoroughly ahead of time. That probably puts it on the a 'mid-to-high' part of the spectrum.
Fiasco. The GMless, story-focused nature of the game puts it on the 'high end' of the spectrum, though not as high as Microscope because it is more attached to actual characters by comparison.
The Cost of Discovery
Of course, such a style is not necessarily for everyone, and not just in terms of being not to everyone's taste. GMing in such a style requires being more ready and willing to improvise, to tolerate carefully set up plans being invalidated by a seemingly-inconsequential detail that turns out to significantly change the context and the like. It can result in the game world ending up less coherent under the weight of all the additions - more Star Wars Expanded Universe than Historical WWII. If you and your players are fine with that - great!
$endgroup$
2
$begingroup$
You mentioned you're not familiar with how AW and DW fall, but I'm familiar and have taken the liberty of adding a description of how they relate to this situation. Please revise further as you'd like. ("Play to find out what happens" is one of the three points of the Agenda, a set of instructions for the GM to follow and live out when running these games.)
$endgroup$
– doppelgreener♦
Jan 29 at 23:51
$begingroup$
@doppelgreener Thanks. Will edit my part to make the transition smoother and focus more on your description than my disclaimer (which is no longer necessary, come to think of it).
$endgroup$
– vicky_molokh
Jan 30 at 7:24
add a comment |
$begingroup$
A Style or Category More Than a Tool
There is a style of games in which the GM gets to be surprised and explore unknowns. These are games where the players also have the right to add story details, places and NPCs to the game world, and otherwise take over parts of the usual GM's repertoire of powers.
In some games, such power is highly restricted and/or regulated. In others, the line between the GM's and the players' ability to directly shape the world by fiat is much blurrier.
These games are known by a plethora of names such as 'collaborative', 'narrative', 'storygames' and perhaps some others. There is surprisingly much flame-warring about what exactly 'narrative' means what are minimum requirements for a game to use such adjectives. But that's not as important to this question as understanding what games should help with your problem: games where the GM gets to explore parts of the world created by players in a manner similar to how players explore the parts made by the GM.
Examples of such games:
Microscope. A 'high-end' example, to the point of being disputed as an RPG, where participants get to define huge parts of the world, and are encouraged to just add a world-feature on top of whatever's been added by the previous participants. E.g. one may say that the galaxy includes aliens, but another adds the twist that meaningful communication with them isn't normally possible. Keep in mind that Microscope has very weak attachment to characters - probably even less than assumed in 'dynastic' playstyles!
Various FATE games. A 'mid-range' example: players do have ability to shape the world, but the ability to do so depends on expending limited resources and/or successful rolls, and there is some veto power wielded by the GM.- There are many normally 'traditional' games (i.e. non-storygames) that add 'low-end' elements of such player abilities. In them, such powers are highly limited in scope, magnitude or both, and may also be very resource-limited. Such as GURPS (a game with an overwhelmingly 'physics-oriented' reputation!) allowing players to give their PCs lucky coincidences if they have the (expensive and limited in use per session) Serendipity advantage, or Impulse Points (likewise moderately expensive and slowly-regenerating). Or Exalted allowing players to add small details to the world if they make a sufficiently glorious description of a character's action that already builds upon world details that have been described by the GM.
Apocalypse World, Dungeon World, and their derivatives instruct and require the GM to play to find out what happens, and to not plan ahead too far (the system fights you if you try). They support improvisation and exploration in the moment without having to define things thoroughly ahead of time. That probably puts it on the a 'mid-to-high' part of the spectrum.
Fiasco. The GMless, story-focused nature of the game puts it on the 'high end' of the spectrum, though not as high as Microscope because it is more attached to actual characters by comparison.
The Cost of Discovery
Of course, such a style is not necessarily for everyone, and not just in terms of being not to everyone's taste. GMing in such a style requires being more ready and willing to improvise, to tolerate carefully set up plans being invalidated by a seemingly-inconsequential detail that turns out to significantly change the context and the like. It can result in the game world ending up less coherent under the weight of all the additions - more Star Wars Expanded Universe than Historical WWII. If you and your players are fine with that - great!
$endgroup$
A Style or Category More Than a Tool
There is a style of games in which the GM gets to be surprised and explore unknowns. These are games where the players also have the right to add story details, places and NPCs to the game world, and otherwise take over parts of the usual GM's repertoire of powers.
In some games, such power is highly restricted and/or regulated. In others, the line between the GM's and the players' ability to directly shape the world by fiat is much blurrier.
These games are known by a plethora of names such as 'collaborative', 'narrative', 'storygames' and perhaps some others. There is surprisingly much flame-warring about what exactly 'narrative' means what are minimum requirements for a game to use such adjectives. But that's not as important to this question as understanding what games should help with your problem: games where the GM gets to explore parts of the world created by players in a manner similar to how players explore the parts made by the GM.
Examples of such games:
Microscope. A 'high-end' example, to the point of being disputed as an RPG, where participants get to define huge parts of the world, and are encouraged to just add a world-feature on top of whatever's been added by the previous participants. E.g. one may say that the galaxy includes aliens, but another adds the twist that meaningful communication with them isn't normally possible. Keep in mind that Microscope has very weak attachment to characters - probably even less than assumed in 'dynastic' playstyles!
Various FATE games. A 'mid-range' example: players do have ability to shape the world, but the ability to do so depends on expending limited resources and/or successful rolls, and there is some veto power wielded by the GM.- There are many normally 'traditional' games (i.e. non-storygames) that add 'low-end' elements of such player abilities. In them, such powers are highly limited in scope, magnitude or both, and may also be very resource-limited. Such as GURPS (a game with an overwhelmingly 'physics-oriented' reputation!) allowing players to give their PCs lucky coincidences if they have the (expensive and limited in use per session) Serendipity advantage, or Impulse Points (likewise moderately expensive and slowly-regenerating). Or Exalted allowing players to add small details to the world if they make a sufficiently glorious description of a character's action that already builds upon world details that have been described by the GM.
Apocalypse World, Dungeon World, and their derivatives instruct and require the GM to play to find out what happens, and to not plan ahead too far (the system fights you if you try). They support improvisation and exploration in the moment without having to define things thoroughly ahead of time. That probably puts it on the a 'mid-to-high' part of the spectrum.
Fiasco. The GMless, story-focused nature of the game puts it on the 'high end' of the spectrum, though not as high as Microscope because it is more attached to actual characters by comparison.
The Cost of Discovery
Of course, such a style is not necessarily for everyone, and not just in terms of being not to everyone's taste. GMing in such a style requires being more ready and willing to improvise, to tolerate carefully set up plans being invalidated by a seemingly-inconsequential detail that turns out to significantly change the context and the like. It can result in the game world ending up less coherent under the weight of all the additions - more Star Wars Expanded Universe than Historical WWII. If you and your players are fine with that - great!
edited Feb 3 at 14:56
answered Jan 29 at 17:11
vicky_molokhvicky_molokh
2,579633
2,579633
2
$begingroup$
You mentioned you're not familiar with how AW and DW fall, but I'm familiar and have taken the liberty of adding a description of how they relate to this situation. Please revise further as you'd like. ("Play to find out what happens" is one of the three points of the Agenda, a set of instructions for the GM to follow and live out when running these games.)
$endgroup$
– doppelgreener♦
Jan 29 at 23:51
$begingroup$
@doppelgreener Thanks. Will edit my part to make the transition smoother and focus more on your description than my disclaimer (which is no longer necessary, come to think of it).
$endgroup$
– vicky_molokh
Jan 30 at 7:24
add a comment |
2
$begingroup$
You mentioned you're not familiar with how AW and DW fall, but I'm familiar and have taken the liberty of adding a description of how they relate to this situation. Please revise further as you'd like. ("Play to find out what happens" is one of the three points of the Agenda, a set of instructions for the GM to follow and live out when running these games.)
$endgroup$
– doppelgreener♦
Jan 29 at 23:51
$begingroup$
@doppelgreener Thanks. Will edit my part to make the transition smoother and focus more on your description than my disclaimer (which is no longer necessary, come to think of it).
$endgroup$
– vicky_molokh
Jan 30 at 7:24
2
2
$begingroup$
You mentioned you're not familiar with how AW and DW fall, but I'm familiar and have taken the liberty of adding a description of how they relate to this situation. Please revise further as you'd like. ("Play to find out what happens" is one of the three points of the Agenda, a set of instructions for the GM to follow and live out when running these games.)
$endgroup$
– doppelgreener♦
Jan 29 at 23:51
$begingroup$
You mentioned you're not familiar with how AW and DW fall, but I'm familiar and have taken the liberty of adding a description of how they relate to this situation. Please revise further as you'd like. ("Play to find out what happens" is one of the three points of the Agenda, a set of instructions for the GM to follow and live out when running these games.)
$endgroup$
– doppelgreener♦
Jan 29 at 23:51
$begingroup$
@doppelgreener Thanks. Will edit my part to make the transition smoother and focus more on your description than my disclaimer (which is no longer necessary, come to think of it).
$endgroup$
– vicky_molokh
Jan 30 at 7:24
$begingroup$
@doppelgreener Thanks. Will edit my part to make the transition smoother and focus more on your description than my disclaimer (which is no longer necessary, come to think of it).
$endgroup$
– vicky_molokh
Jan 30 at 7:24
add a comment |
$begingroup$
Don't invent and plan your entire world in advance.
It's always a good idea to have a basic plan ahead of time. Knowing that your players will start in a city and you want to throw a hook at them dealing with a crime boss (maybe they get mugged in an alley to get the ball rolling?). But you don't need to plan out the entire world. Sure, they're in a city, and the city has all the things that cities have such as shops, inns, bars, etc. So wait for your player say that they want to go to the shop to try to buy an item. On the fly, make up the shop's name, make up the shopkeep. Create their personality as you go, in response to what the players do and say. This way, the experience is new to you too; you're also discovering the shop and learning about the shopkeep.
Now, if you do do this, there are a few things that you'll have to do as well:
- Keep notes! You've now made Fizz Wizzets Magical Gadgets, and Fizz Wizzet is the owner, a gnome with red hair and a bubbly personality. Write all that down so that the players have a consistent experience next time they want to visit the shop.
- Have a very basic outline of ideas. Plot hooks, key story points, major characters and their motivations, etc. It might also be helpful to have a list of possible character name and personality traits that you can throw together at a moment's notice to create someone new as needed.
- Be good at improvisation. Good DMs can always improvise on the fly a little bit, but to be able to run a game like this, you really have to do well. You don't want to drag the game to a halt while you try to make up a name and decide how an NPC will respond, you need to try to keep things moving whenever possible.
This can be done with many TTRPG games, including D&D and Pathfinder; but some games are better than others. Further, there are some games that help to offload some of the work onto your players; see other answers for examples and details.
Personally, the hardest part about this strategy is combat encounters. It's one thing to make up NPCs and improvise their reactions and responses. It's another to make up a combat encounter on the fly and have it be fair and balanced; especially for a less-experienced DM. I would advise planning out a few combat encounters in advance. You can shift around the name and description of the enemies, but have an idea of how many there are, what their statblocks are, what weapons/magic they have, etc. When it makes sense to put your players in combat, you can then decide if they're fighting Human Thugs, Orc Raiders, Kobold Guards, or Royal Knights. At that point, you're just putting a skin on the block of stats and abilities you pre-prepared.
$endgroup$
$begingroup$
I like this answer a lot personally. I think it's totally reasonable to make the world with the players, ask them what they want, ask them where they want to go, ask them what they find interesting. At the start you can do a lot of this during character creation. The improvisation step becomes much easier if you offload the improvisation to them, while still adding your own flair & creativity to keep it fresh and interesting.
$endgroup$
– Yvihs
Jan 30 at 7:30
$begingroup$
A tool that can greatly help keeping tracks of everything you invent (quick note taking + quick ability to "sort" and "classify" datas) : a mindmapping software (ex: FreePlane). Have a laptop nearby, have the mindmapping software open, and you can very quickly open/close sub branches (ex: have main branches: worldmap - PCs - NPCs - monsters - deities) (have sub branches: World-ContinentA-landX-townY). FreePlane allow to quickly open/close subbranches (all or just the one you click on), and you can take a note (TAB to open a node) and then move it around (ctrl-arrows to move across the tree).
$endgroup$
– Olivier Dulac
Jan 30 at 17:01
add a comment |
$begingroup$
Don't invent and plan your entire world in advance.
It's always a good idea to have a basic plan ahead of time. Knowing that your players will start in a city and you want to throw a hook at them dealing with a crime boss (maybe they get mugged in an alley to get the ball rolling?). But you don't need to plan out the entire world. Sure, they're in a city, and the city has all the things that cities have such as shops, inns, bars, etc. So wait for your player say that they want to go to the shop to try to buy an item. On the fly, make up the shop's name, make up the shopkeep. Create their personality as you go, in response to what the players do and say. This way, the experience is new to you too; you're also discovering the shop and learning about the shopkeep.
Now, if you do do this, there are a few things that you'll have to do as well:
- Keep notes! You've now made Fizz Wizzets Magical Gadgets, and Fizz Wizzet is the owner, a gnome with red hair and a bubbly personality. Write all that down so that the players have a consistent experience next time they want to visit the shop.
- Have a very basic outline of ideas. Plot hooks, key story points, major characters and their motivations, etc. It might also be helpful to have a list of possible character name and personality traits that you can throw together at a moment's notice to create someone new as needed.
- Be good at improvisation. Good DMs can always improvise on the fly a little bit, but to be able to run a game like this, you really have to do well. You don't want to drag the game to a halt while you try to make up a name and decide how an NPC will respond, you need to try to keep things moving whenever possible.
This can be done with many TTRPG games, including D&D and Pathfinder; but some games are better than others. Further, there are some games that help to offload some of the work onto your players; see other answers for examples and details.
Personally, the hardest part about this strategy is combat encounters. It's one thing to make up NPCs and improvise their reactions and responses. It's another to make up a combat encounter on the fly and have it be fair and balanced; especially for a less-experienced DM. I would advise planning out a few combat encounters in advance. You can shift around the name and description of the enemies, but have an idea of how many there are, what their statblocks are, what weapons/magic they have, etc. When it makes sense to put your players in combat, you can then decide if they're fighting Human Thugs, Orc Raiders, Kobold Guards, or Royal Knights. At that point, you're just putting a skin on the block of stats and abilities you pre-prepared.
$endgroup$
$begingroup$
I like this answer a lot personally. I think it's totally reasonable to make the world with the players, ask them what they want, ask them where they want to go, ask them what they find interesting. At the start you can do a lot of this during character creation. The improvisation step becomes much easier if you offload the improvisation to them, while still adding your own flair & creativity to keep it fresh and interesting.
$endgroup$
– Yvihs
Jan 30 at 7:30
$begingroup$
A tool that can greatly help keeping tracks of everything you invent (quick note taking + quick ability to "sort" and "classify" datas) : a mindmapping software (ex: FreePlane). Have a laptop nearby, have the mindmapping software open, and you can very quickly open/close sub branches (ex: have main branches: worldmap - PCs - NPCs - monsters - deities) (have sub branches: World-ContinentA-landX-townY). FreePlane allow to quickly open/close subbranches (all or just the one you click on), and you can take a note (TAB to open a node) and then move it around (ctrl-arrows to move across the tree).
$endgroup$
– Olivier Dulac
Jan 30 at 17:01
add a comment |
$begingroup$
Don't invent and plan your entire world in advance.
It's always a good idea to have a basic plan ahead of time. Knowing that your players will start in a city and you want to throw a hook at them dealing with a crime boss (maybe they get mugged in an alley to get the ball rolling?). But you don't need to plan out the entire world. Sure, they're in a city, and the city has all the things that cities have such as shops, inns, bars, etc. So wait for your player say that they want to go to the shop to try to buy an item. On the fly, make up the shop's name, make up the shopkeep. Create their personality as you go, in response to what the players do and say. This way, the experience is new to you too; you're also discovering the shop and learning about the shopkeep.
Now, if you do do this, there are a few things that you'll have to do as well:
- Keep notes! You've now made Fizz Wizzets Magical Gadgets, and Fizz Wizzet is the owner, a gnome with red hair and a bubbly personality. Write all that down so that the players have a consistent experience next time they want to visit the shop.
- Have a very basic outline of ideas. Plot hooks, key story points, major characters and their motivations, etc. It might also be helpful to have a list of possible character name and personality traits that you can throw together at a moment's notice to create someone new as needed.
- Be good at improvisation. Good DMs can always improvise on the fly a little bit, but to be able to run a game like this, you really have to do well. You don't want to drag the game to a halt while you try to make up a name and decide how an NPC will respond, you need to try to keep things moving whenever possible.
This can be done with many TTRPG games, including D&D and Pathfinder; but some games are better than others. Further, there are some games that help to offload some of the work onto your players; see other answers for examples and details.
Personally, the hardest part about this strategy is combat encounters. It's one thing to make up NPCs and improvise their reactions and responses. It's another to make up a combat encounter on the fly and have it be fair and balanced; especially for a less-experienced DM. I would advise planning out a few combat encounters in advance. You can shift around the name and description of the enemies, but have an idea of how many there are, what their statblocks are, what weapons/magic they have, etc. When it makes sense to put your players in combat, you can then decide if they're fighting Human Thugs, Orc Raiders, Kobold Guards, or Royal Knights. At that point, you're just putting a skin on the block of stats and abilities you pre-prepared.
$endgroup$
Don't invent and plan your entire world in advance.
It's always a good idea to have a basic plan ahead of time. Knowing that your players will start in a city and you want to throw a hook at them dealing with a crime boss (maybe they get mugged in an alley to get the ball rolling?). But you don't need to plan out the entire world. Sure, they're in a city, and the city has all the things that cities have such as shops, inns, bars, etc. So wait for your player say that they want to go to the shop to try to buy an item. On the fly, make up the shop's name, make up the shopkeep. Create their personality as you go, in response to what the players do and say. This way, the experience is new to you too; you're also discovering the shop and learning about the shopkeep.
Now, if you do do this, there are a few things that you'll have to do as well:
- Keep notes! You've now made Fizz Wizzets Magical Gadgets, and Fizz Wizzet is the owner, a gnome with red hair and a bubbly personality. Write all that down so that the players have a consistent experience next time they want to visit the shop.
- Have a very basic outline of ideas. Plot hooks, key story points, major characters and their motivations, etc. It might also be helpful to have a list of possible character name and personality traits that you can throw together at a moment's notice to create someone new as needed.
- Be good at improvisation. Good DMs can always improvise on the fly a little bit, but to be able to run a game like this, you really have to do well. You don't want to drag the game to a halt while you try to make up a name and decide how an NPC will respond, you need to try to keep things moving whenever possible.
This can be done with many TTRPG games, including D&D and Pathfinder; but some games are better than others. Further, there are some games that help to offload some of the work onto your players; see other answers for examples and details.
Personally, the hardest part about this strategy is combat encounters. It's one thing to make up NPCs and improvise their reactions and responses. It's another to make up a combat encounter on the fly and have it be fair and balanced; especially for a less-experienced DM. I would advise planning out a few combat encounters in advance. You can shift around the name and description of the enemies, but have an idea of how many there are, what their statblocks are, what weapons/magic they have, etc. When it makes sense to put your players in combat, you can then decide if they're fighting Human Thugs, Orc Raiders, Kobold Guards, or Royal Knights. At that point, you're just putting a skin on the block of stats and abilities you pre-prepared.
edited Jan 29 at 20:09
V2Blast
23k373144
23k373144
answered Jan 29 at 19:25
DocDoc
847818
847818
$begingroup$
I like this answer a lot personally. I think it's totally reasonable to make the world with the players, ask them what they want, ask them where they want to go, ask them what they find interesting. At the start you can do a lot of this during character creation. The improvisation step becomes much easier if you offload the improvisation to them, while still adding your own flair & creativity to keep it fresh and interesting.
$endgroup$
– Yvihs
Jan 30 at 7:30
$begingroup$
A tool that can greatly help keeping tracks of everything you invent (quick note taking + quick ability to "sort" and "classify" datas) : a mindmapping software (ex: FreePlane). Have a laptop nearby, have the mindmapping software open, and you can very quickly open/close sub branches (ex: have main branches: worldmap - PCs - NPCs - monsters - deities) (have sub branches: World-ContinentA-landX-townY). FreePlane allow to quickly open/close subbranches (all or just the one you click on), and you can take a note (TAB to open a node) and then move it around (ctrl-arrows to move across the tree).
$endgroup$
– Olivier Dulac
Jan 30 at 17:01
add a comment |
$begingroup$
I like this answer a lot personally. I think it's totally reasonable to make the world with the players, ask them what they want, ask them where they want to go, ask them what they find interesting. At the start you can do a lot of this during character creation. The improvisation step becomes much easier if you offload the improvisation to them, while still adding your own flair & creativity to keep it fresh and interesting.
$endgroup$
– Yvihs
Jan 30 at 7:30
$begingroup$
A tool that can greatly help keeping tracks of everything you invent (quick note taking + quick ability to "sort" and "classify" datas) : a mindmapping software (ex: FreePlane). Have a laptop nearby, have the mindmapping software open, and you can very quickly open/close sub branches (ex: have main branches: worldmap - PCs - NPCs - monsters - deities) (have sub branches: World-ContinentA-landX-townY). FreePlane allow to quickly open/close subbranches (all or just the one you click on), and you can take a note (TAB to open a node) and then move it around (ctrl-arrows to move across the tree).
$endgroup$
– Olivier Dulac
Jan 30 at 17:01
$begingroup$
I like this answer a lot personally. I think it's totally reasonable to make the world with the players, ask them what they want, ask them where they want to go, ask them what they find interesting. At the start you can do a lot of this during character creation. The improvisation step becomes much easier if you offload the improvisation to them, while still adding your own flair & creativity to keep it fresh and interesting.
$endgroup$
– Yvihs
Jan 30 at 7:30
$begingroup$
I like this answer a lot personally. I think it's totally reasonable to make the world with the players, ask them what they want, ask them where they want to go, ask them what they find interesting. At the start you can do a lot of this during character creation. The improvisation step becomes much easier if you offload the improvisation to them, while still adding your own flair & creativity to keep it fresh and interesting.
$endgroup$
– Yvihs
Jan 30 at 7:30
$begingroup$
A tool that can greatly help keeping tracks of everything you invent (quick note taking + quick ability to "sort" and "classify" datas) : a mindmapping software (ex: FreePlane). Have a laptop nearby, have the mindmapping software open, and you can very quickly open/close sub branches (ex: have main branches: worldmap - PCs - NPCs - monsters - deities) (have sub branches: World-ContinentA-landX-townY). FreePlane allow to quickly open/close subbranches (all or just the one you click on), and you can take a note (TAB to open a node) and then move it around (ctrl-arrows to move across the tree).
$endgroup$
– Olivier Dulac
Jan 30 at 17:01
$begingroup$
A tool that can greatly help keeping tracks of everything you invent (quick note taking + quick ability to "sort" and "classify" datas) : a mindmapping software (ex: FreePlane). Have a laptop nearby, have the mindmapping software open, and you can very quickly open/close sub branches (ex: have main branches: worldmap - PCs - NPCs - monsters - deities) (have sub branches: World-ContinentA-landX-townY). FreePlane allow to quickly open/close subbranches (all or just the one you click on), and you can take a note (TAB to open a node) and then move it around (ctrl-arrows to move across the tree).
$endgroup$
– Olivier Dulac
Jan 30 at 17:01
add a comment |
$begingroup$
Put that exploring energy into worldbuilding
Explore the world, but instead of it being another DM's world it is your world. Let your imagination fill in the pieces as you construct the world.
In my campaigns I start with a single town or city, often I take this from a module or adventure to make things simpler to start. Once I need to expand the world I explore it as though I were an adventurer.
An example of the train of thought this leads to:
What happens if I head north from here? Maybe there's mountains.
How do I get through the mountain? With a little searching there is a mountain pass.
Who controls the pass? The pass is guarded by Hill Dwarfs who won't allow passage to outsiders.
How do I placate the dwarfs? If someone were to deal with the nearby Winter Wolves the Dwarfs might let you through.
What lies at the other end of the pass?
Worldbuilding like this is still exploring, but exploring your imagination instead of a pre-made world. To me that's more exciting because there are infinite possibilities of what is around the corner or over the hill.
Additionally this gets me more excited for my players to explore. When they explore I get to share my discoveries with them. This makes me a more engaged and (in my opinion) better DM.
$endgroup$
add a comment |
$begingroup$
Put that exploring energy into worldbuilding
Explore the world, but instead of it being another DM's world it is your world. Let your imagination fill in the pieces as you construct the world.
In my campaigns I start with a single town or city, often I take this from a module or adventure to make things simpler to start. Once I need to expand the world I explore it as though I were an adventurer.
An example of the train of thought this leads to:
What happens if I head north from here? Maybe there's mountains.
How do I get through the mountain? With a little searching there is a mountain pass.
Who controls the pass? The pass is guarded by Hill Dwarfs who won't allow passage to outsiders.
How do I placate the dwarfs? If someone were to deal with the nearby Winter Wolves the Dwarfs might let you through.
What lies at the other end of the pass?
Worldbuilding like this is still exploring, but exploring your imagination instead of a pre-made world. To me that's more exciting because there are infinite possibilities of what is around the corner or over the hill.
Additionally this gets me more excited for my players to explore. When they explore I get to share my discoveries with them. This makes me a more engaged and (in my opinion) better DM.
$endgroup$
add a comment |
$begingroup$
Put that exploring energy into worldbuilding
Explore the world, but instead of it being another DM's world it is your world. Let your imagination fill in the pieces as you construct the world.
In my campaigns I start with a single town or city, often I take this from a module or adventure to make things simpler to start. Once I need to expand the world I explore it as though I were an adventurer.
An example of the train of thought this leads to:
What happens if I head north from here? Maybe there's mountains.
How do I get through the mountain? With a little searching there is a mountain pass.
Who controls the pass? The pass is guarded by Hill Dwarfs who won't allow passage to outsiders.
How do I placate the dwarfs? If someone were to deal with the nearby Winter Wolves the Dwarfs might let you through.
What lies at the other end of the pass?
Worldbuilding like this is still exploring, but exploring your imagination instead of a pre-made world. To me that's more exciting because there are infinite possibilities of what is around the corner or over the hill.
Additionally this gets me more excited for my players to explore. When they explore I get to share my discoveries with them. This makes me a more engaged and (in my opinion) better DM.
$endgroup$
Put that exploring energy into worldbuilding
Explore the world, but instead of it being another DM's world it is your world. Let your imagination fill in the pieces as you construct the world.
In my campaigns I start with a single town or city, often I take this from a module or adventure to make things simpler to start. Once I need to expand the world I explore it as though I were an adventurer.
An example of the train of thought this leads to:
What happens if I head north from here? Maybe there's mountains.
How do I get through the mountain? With a little searching there is a mountain pass.
Who controls the pass? The pass is guarded by Hill Dwarfs who won't allow passage to outsiders.
How do I placate the dwarfs? If someone were to deal with the nearby Winter Wolves the Dwarfs might let you through.
What lies at the other end of the pass?
Worldbuilding like this is still exploring, but exploring your imagination instead of a pre-made world. To me that's more exciting because there are infinite possibilities of what is around the corner or over the hill.
Additionally this gets me more excited for my players to explore. When they explore I get to share my discoveries with them. This makes me a more engaged and (in my opinion) better DM.
answered Jan 29 at 23:39
linksassinlinksassin
6,84112153
6,84112153
add a comment |
add a comment |
$begingroup$
I also enjoy exploring, and I would encourage you not to underestimate how much exploring your players will cause. If you create a robust world and give your players freedom to do some exploring of their own, they will almost certainly go off in directions you didn't expect, and require some improvisation. Even if they don't go off in odd directions, you may find that watching others enjoy exploring the world you built brings you some joy. If the idea of bringing your carefully built world to others does not sound like it would be enjoyable, then DND may not be for you. However, suggestion or shopping posts are not really within the scope of this board, especially once we depart from DND and the wide world of tabletop RPGs opens up to be explored.
$endgroup$
add a comment |
$begingroup$
I also enjoy exploring, and I would encourage you not to underestimate how much exploring your players will cause. If you create a robust world and give your players freedom to do some exploring of their own, they will almost certainly go off in directions you didn't expect, and require some improvisation. Even if they don't go off in odd directions, you may find that watching others enjoy exploring the world you built brings you some joy. If the idea of bringing your carefully built world to others does not sound like it would be enjoyable, then DND may not be for you. However, suggestion or shopping posts are not really within the scope of this board, especially once we depart from DND and the wide world of tabletop RPGs opens up to be explored.
$endgroup$
add a comment |
$begingroup$
I also enjoy exploring, and I would encourage you not to underestimate how much exploring your players will cause. If you create a robust world and give your players freedom to do some exploring of their own, they will almost certainly go off in directions you didn't expect, and require some improvisation. Even if they don't go off in odd directions, you may find that watching others enjoy exploring the world you built brings you some joy. If the idea of bringing your carefully built world to others does not sound like it would be enjoyable, then DND may not be for you. However, suggestion or shopping posts are not really within the scope of this board, especially once we depart from DND and the wide world of tabletop RPGs opens up to be explored.
$endgroup$
I also enjoy exploring, and I would encourage you not to underestimate how much exploring your players will cause. If you create a robust world and give your players freedom to do some exploring of their own, they will almost certainly go off in directions you didn't expect, and require some improvisation. Even if they don't go off in odd directions, you may find that watching others enjoy exploring the world you built brings you some joy. If the idea of bringing your carefully built world to others does not sound like it would be enjoyable, then DND may not be for you. However, suggestion or shopping posts are not really within the scope of this board, especially once we depart from DND and the wide world of tabletop RPGs opens up to be explored.
answered Jan 29 at 17:31
L.S. CooperL.S. Cooper
4,9121538
4,9121538
add a comment |
add a comment |
$begingroup$
You can absolutely still DM! You can get the same enjoyment of exploring out of being the DM as being a player. I DM and I am often surprised at what the players in the party do and how it changes the story. I get a great deal of enjoyment and exploration out of preparing ahead of time before we play.
Get into the lore and explore things like the Sword Coast Adventurer's Guide. These can give you a sense of adventure and immersion as you go along.
As others have also answered, definitely check out some of the pre-made campaigns like the Lost Mine of Phandelver Starter Set campaign. This has a story, world, and villains already made up that you get to discover and explore along the way with your party.
You can also explore some of the tutorials on Improvising a campaign. This lets the story grow and unfold in ways that you wouldn't even expect and allows you to get enjoyment out of not knowing what is going to happen next.
Bottom line is just have fun!
$endgroup$
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
Jan 29 at 22:05
add a comment |
$begingroup$
You can absolutely still DM! You can get the same enjoyment of exploring out of being the DM as being a player. I DM and I am often surprised at what the players in the party do and how it changes the story. I get a great deal of enjoyment and exploration out of preparing ahead of time before we play.
Get into the lore and explore things like the Sword Coast Adventurer's Guide. These can give you a sense of adventure and immersion as you go along.
As others have also answered, definitely check out some of the pre-made campaigns like the Lost Mine of Phandelver Starter Set campaign. This has a story, world, and villains already made up that you get to discover and explore along the way with your party.
You can also explore some of the tutorials on Improvising a campaign. This lets the story grow and unfold in ways that you wouldn't even expect and allows you to get enjoyment out of not knowing what is going to happen next.
Bottom line is just have fun!
$endgroup$
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
Jan 29 at 22:05
add a comment |
$begingroup$
You can absolutely still DM! You can get the same enjoyment of exploring out of being the DM as being a player. I DM and I am often surprised at what the players in the party do and how it changes the story. I get a great deal of enjoyment and exploration out of preparing ahead of time before we play.
Get into the lore and explore things like the Sword Coast Adventurer's Guide. These can give you a sense of adventure and immersion as you go along.
As others have also answered, definitely check out some of the pre-made campaigns like the Lost Mine of Phandelver Starter Set campaign. This has a story, world, and villains already made up that you get to discover and explore along the way with your party.
You can also explore some of the tutorials on Improvising a campaign. This lets the story grow and unfold in ways that you wouldn't even expect and allows you to get enjoyment out of not knowing what is going to happen next.
Bottom line is just have fun!
$endgroup$
You can absolutely still DM! You can get the same enjoyment of exploring out of being the DM as being a player. I DM and I am often surprised at what the players in the party do and how it changes the story. I get a great deal of enjoyment and exploration out of preparing ahead of time before we play.
Get into the lore and explore things like the Sword Coast Adventurer's Guide. These can give you a sense of adventure and immersion as you go along.
As others have also answered, definitely check out some of the pre-made campaigns like the Lost Mine of Phandelver Starter Set campaign. This has a story, world, and villains already made up that you get to discover and explore along the way with your party.
You can also explore some of the tutorials on Improvising a campaign. This lets the story grow and unfold in ways that you wouldn't even expect and allows you to get enjoyment out of not knowing what is going to happen next.
Bottom line is just have fun!
edited Jan 29 at 22:06
V2Blast
23k373144
23k373144
answered Jan 29 at 18:41
AlexAlex
611
611
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
Jan 29 at 22:05
add a comment |
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
Jan 29 at 22:05
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
Jan 29 at 22:05
$begingroup$
Welcome to RPG.SE! Take the tour if you haven't already, and check out the help center for more guidance.
$endgroup$
– V2Blast
Jan 29 at 22:05
add a comment |
$begingroup$
As a volunteer-to-DM myself, I often feel that too. I really enjoy both DM and PC sides but at first, I'm a DM because I couldn't find a DM. So here are two pieces of advice:
Build over the pre-built, and improvise
As Linksassin said, you can use your imagination and exploration craving to build you own stories. I would suggest to begin with pre-built stories, then you'll quickly start to add your own paths and forks. Then, when you'll be more familiar with the game you play at, you can build your stories from scratch. I'm sure you will truly enjoy to see your PC explore your stories.
Switch sides!
In my current group, I was lucky to have one of my players who told me he wanted to try DMing too. I jumped on that occasion since I admitted that I missed being a player, just exploring and improvising my way out. So we agreed, with the group blessing, to switch sides at the end of every scenario. We just have to find some RP justifications (He plays a priest that have to retreat in his cult's temple every now and then, and I want to play an semi-hermit druid, so that was easy). So you could suggest that to your group, and maybe one of your player will understand your situation and agree to switch side with you.
$endgroup$
add a comment |
$begingroup$
As a volunteer-to-DM myself, I often feel that too. I really enjoy both DM and PC sides but at first, I'm a DM because I couldn't find a DM. So here are two pieces of advice:
Build over the pre-built, and improvise
As Linksassin said, you can use your imagination and exploration craving to build you own stories. I would suggest to begin with pre-built stories, then you'll quickly start to add your own paths and forks. Then, when you'll be more familiar with the game you play at, you can build your stories from scratch. I'm sure you will truly enjoy to see your PC explore your stories.
Switch sides!
In my current group, I was lucky to have one of my players who told me he wanted to try DMing too. I jumped on that occasion since I admitted that I missed being a player, just exploring and improvising my way out. So we agreed, with the group blessing, to switch sides at the end of every scenario. We just have to find some RP justifications (He plays a priest that have to retreat in his cult's temple every now and then, and I want to play an semi-hermit druid, so that was easy). So you could suggest that to your group, and maybe one of your player will understand your situation and agree to switch side with you.
$endgroup$
add a comment |
$begingroup$
As a volunteer-to-DM myself, I often feel that too. I really enjoy both DM and PC sides but at first, I'm a DM because I couldn't find a DM. So here are two pieces of advice:
Build over the pre-built, and improvise
As Linksassin said, you can use your imagination and exploration craving to build you own stories. I would suggest to begin with pre-built stories, then you'll quickly start to add your own paths and forks. Then, when you'll be more familiar with the game you play at, you can build your stories from scratch. I'm sure you will truly enjoy to see your PC explore your stories.
Switch sides!
In my current group, I was lucky to have one of my players who told me he wanted to try DMing too. I jumped on that occasion since I admitted that I missed being a player, just exploring and improvising my way out. So we agreed, with the group blessing, to switch sides at the end of every scenario. We just have to find some RP justifications (He plays a priest that have to retreat in his cult's temple every now and then, and I want to play an semi-hermit druid, so that was easy). So you could suggest that to your group, and maybe one of your player will understand your situation and agree to switch side with you.
$endgroup$
As a volunteer-to-DM myself, I often feel that too. I really enjoy both DM and PC sides but at first, I'm a DM because I couldn't find a DM. So here are two pieces of advice:
Build over the pre-built, and improvise
As Linksassin said, you can use your imagination and exploration craving to build you own stories. I would suggest to begin with pre-built stories, then you'll quickly start to add your own paths and forks. Then, when you'll be more familiar with the game you play at, you can build your stories from scratch. I'm sure you will truly enjoy to see your PC explore your stories.
Switch sides!
In my current group, I was lucky to have one of my players who told me he wanted to try DMing too. I jumped on that occasion since I admitted that I missed being a player, just exploring and improvising my way out. So we agreed, with the group blessing, to switch sides at the end of every scenario. We just have to find some RP justifications (He plays a priest that have to retreat in his cult's temple every now and then, and I want to play an semi-hermit druid, so that was easy). So you could suggest that to your group, and maybe one of your player will understand your situation and agree to switch side with you.
edited Jan 30 at 12:38
V2Blast
23k373144
23k373144
answered Jan 30 at 9:35
HAL McZusHAL McZus
1228
1228
add a comment |
add a comment |
$begingroup$
You'll be surprised how much on-the-fly worldbuilding you do as a GM. Even if you have the entire campaign memorized, your players will never do exactly what you expect, and they'll surprise you with all kinds of twists as they do silly things and ask about details you never thought of.
The easiest way to make the game interesting is to encourage the players to explore and be silly. Don't be one of those GMs who won't tolerate nonsense or off-topic play. When your players are allowed to be goofy, you end up with a lot of zany scenarios that create all manner of situations you never expected and get to explore along with your players.
Some of the most memorable games I've ever been in have involved things like discovering a medieval sex shop, characters playing bagpipes while strolling through the dungeon, and players determined to find a magical item who end up on some completely random quest based on some other player's suggestion. Let your players fill the world with their own quirky ideas and you'll never get bored.
$endgroup$
$begingroup$
Welcome to RPG.SE! Take the tour and check out the help center. This is a good first answer!
$endgroup$
– V2Blast
Jan 31 at 2:25
1
$begingroup$
@V2Blast Thanks. I've seen the Role-Playing Games site, but never extended my account to it until now.
$endgroup$
– CMB
Jan 31 at 3:56
add a comment |
$begingroup$
You'll be surprised how much on-the-fly worldbuilding you do as a GM. Even if you have the entire campaign memorized, your players will never do exactly what you expect, and they'll surprise you with all kinds of twists as they do silly things and ask about details you never thought of.
The easiest way to make the game interesting is to encourage the players to explore and be silly. Don't be one of those GMs who won't tolerate nonsense or off-topic play. When your players are allowed to be goofy, you end up with a lot of zany scenarios that create all manner of situations you never expected and get to explore along with your players.
Some of the most memorable games I've ever been in have involved things like discovering a medieval sex shop, characters playing bagpipes while strolling through the dungeon, and players determined to find a magical item who end up on some completely random quest based on some other player's suggestion. Let your players fill the world with their own quirky ideas and you'll never get bored.
$endgroup$
$begingroup$
Welcome to RPG.SE! Take the tour and check out the help center. This is a good first answer!
$endgroup$
– V2Blast
Jan 31 at 2:25
1
$begingroup$
@V2Blast Thanks. I've seen the Role-Playing Games site, but never extended my account to it until now.
$endgroup$
– CMB
Jan 31 at 3:56
add a comment |
$begingroup$
You'll be surprised how much on-the-fly worldbuilding you do as a GM. Even if you have the entire campaign memorized, your players will never do exactly what you expect, and they'll surprise you with all kinds of twists as they do silly things and ask about details you never thought of.
The easiest way to make the game interesting is to encourage the players to explore and be silly. Don't be one of those GMs who won't tolerate nonsense or off-topic play. When your players are allowed to be goofy, you end up with a lot of zany scenarios that create all manner of situations you never expected and get to explore along with your players.
Some of the most memorable games I've ever been in have involved things like discovering a medieval sex shop, characters playing bagpipes while strolling through the dungeon, and players determined to find a magical item who end up on some completely random quest based on some other player's suggestion. Let your players fill the world with their own quirky ideas and you'll never get bored.
$endgroup$
You'll be surprised how much on-the-fly worldbuilding you do as a GM. Even if you have the entire campaign memorized, your players will never do exactly what you expect, and they'll surprise you with all kinds of twists as they do silly things and ask about details you never thought of.
The easiest way to make the game interesting is to encourage the players to explore and be silly. Don't be one of those GMs who won't tolerate nonsense or off-topic play. When your players are allowed to be goofy, you end up with a lot of zany scenarios that create all manner of situations you never expected and get to explore along with your players.
Some of the most memorable games I've ever been in have involved things like discovering a medieval sex shop, characters playing bagpipes while strolling through the dungeon, and players determined to find a magical item who end up on some completely random quest based on some other player's suggestion. Let your players fill the world with their own quirky ideas and you'll never get bored.
edited Jan 31 at 2:12
Purple Monkey
38.7k9161240
38.7k9161240
answered Jan 31 at 2:04
CMBCMB
311
311
$begingroup$
Welcome to RPG.SE! Take the tour and check out the help center. This is a good first answer!
$endgroup$
– V2Blast
Jan 31 at 2:25
1
$begingroup$
@V2Blast Thanks. I've seen the Role-Playing Games site, but never extended my account to it until now.
$endgroup$
– CMB
Jan 31 at 3:56
add a comment |
$begingroup$
Welcome to RPG.SE! Take the tour and check out the help center. This is a good first answer!
$endgroup$
– V2Blast
Jan 31 at 2:25
1
$begingroup$
@V2Blast Thanks. I've seen the Role-Playing Games site, but never extended my account to it until now.
$endgroup$
– CMB
Jan 31 at 3:56
$begingroup$
Welcome to RPG.SE! Take the tour and check out the help center. This is a good first answer!
$endgroup$
– V2Blast
Jan 31 at 2:25
$begingroup$
Welcome to RPG.SE! Take the tour and check out the help center. This is a good first answer!
$endgroup$
– V2Blast
Jan 31 at 2:25
1
1
$begingroup$
@V2Blast Thanks. I've seen the Role-Playing Games site, but never extended my account to it until now.
$endgroup$
– CMB
Jan 31 at 3:56
$begingroup$
@V2Blast Thanks. I've seen the Role-Playing Games site, but never extended my account to it until now.
$endgroup$
– CMB
Jan 31 at 3:56
add a comment |
$begingroup$
I would suggest seeking out published adventures, such as those written for Dungeons and Dragons 5th Edition or Pathfinder. They not only reduce the burden on a first time GM by reducing the amount of preparation necessary, but also have pre-established characters and settings that you can learn about while running the game. It's unlikely to have quite the same effect as actually playing would, but it should provide some of that sense of discovery and exploration.
$endgroup$
add a comment |
$begingroup$
I would suggest seeking out published adventures, such as those written for Dungeons and Dragons 5th Edition or Pathfinder. They not only reduce the burden on a first time GM by reducing the amount of preparation necessary, but also have pre-established characters and settings that you can learn about while running the game. It's unlikely to have quite the same effect as actually playing would, but it should provide some of that sense of discovery and exploration.
$endgroup$
add a comment |
$begingroup$
I would suggest seeking out published adventures, such as those written for Dungeons and Dragons 5th Edition or Pathfinder. They not only reduce the burden on a first time GM by reducing the amount of preparation necessary, but also have pre-established characters and settings that you can learn about while running the game. It's unlikely to have quite the same effect as actually playing would, but it should provide some of that sense of discovery and exploration.
$endgroup$
I would suggest seeking out published adventures, such as those written for Dungeons and Dragons 5th Edition or Pathfinder. They not only reduce the burden on a first time GM by reducing the amount of preparation necessary, but also have pre-established characters and settings that you can learn about while running the game. It's unlikely to have quite the same effect as actually playing would, but it should provide some of that sense of discovery and exploration.
answered Jan 29 at 18:16
Kyle DoyleKyle Doyle
1,344158
1,344158
add a comment |
add a comment |
$begingroup$
The Friends at the Table podcast does a lot of "play to find out what happens". They have used Stars Without Number, Microscope and The Quiet Year, along with a couple different Powered By the Apocalypse variants to do this kind of exploratory gameplay, and they are very good at it.
If you'd like to listen to the episodes that they use these in to get an idea of the gameplay, try the COUNTER/Weight "faction" episodes and the Marielda, City of Light pt. 1 episode to hear actual gameplay.
I might also recommend Follow, from the creator of Microscope, because it's specifically meant to be a GM-less game, so everyone participates to try to reach the goal: slay the dragon, pull off the heist, settle a new planet...Friends at the Table also played this, but I don't remember which episodes it was used in.
$endgroup$
add a comment |
$begingroup$
The Friends at the Table podcast does a lot of "play to find out what happens". They have used Stars Without Number, Microscope and The Quiet Year, along with a couple different Powered By the Apocalypse variants to do this kind of exploratory gameplay, and they are very good at it.
If you'd like to listen to the episodes that they use these in to get an idea of the gameplay, try the COUNTER/Weight "faction" episodes and the Marielda, City of Light pt. 1 episode to hear actual gameplay.
I might also recommend Follow, from the creator of Microscope, because it's specifically meant to be a GM-less game, so everyone participates to try to reach the goal: slay the dragon, pull off the heist, settle a new planet...Friends at the Table also played this, but I don't remember which episodes it was used in.
$endgroup$
add a comment |
$begingroup$
The Friends at the Table podcast does a lot of "play to find out what happens". They have used Stars Without Number, Microscope and The Quiet Year, along with a couple different Powered By the Apocalypse variants to do this kind of exploratory gameplay, and they are very good at it.
If you'd like to listen to the episodes that they use these in to get an idea of the gameplay, try the COUNTER/Weight "faction" episodes and the Marielda, City of Light pt. 1 episode to hear actual gameplay.
I might also recommend Follow, from the creator of Microscope, because it's specifically meant to be a GM-less game, so everyone participates to try to reach the goal: slay the dragon, pull off the heist, settle a new planet...Friends at the Table also played this, but I don't remember which episodes it was used in.
$endgroup$
The Friends at the Table podcast does a lot of "play to find out what happens". They have used Stars Without Number, Microscope and The Quiet Year, along with a couple different Powered By the Apocalypse variants to do this kind of exploratory gameplay, and they are very good at it.
If you'd like to listen to the episodes that they use these in to get an idea of the gameplay, try the COUNTER/Weight "faction" episodes and the Marielda, City of Light pt. 1 episode to hear actual gameplay.
I might also recommend Follow, from the creator of Microscope, because it's specifically meant to be a GM-less game, so everyone participates to try to reach the goal: slay the dragon, pull off the heist, settle a new planet...Friends at the Table also played this, but I don't remember which episodes it was used in.
answered Jan 29 at 21:56
Joe McMahonJoe McMahon
31914
31914
add a comment |
add a comment |
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2
$begingroup$
Are you asking about a particular RPG system/edition, or about handling this issue in RPGs in general?
$endgroup$
– V2Blast
Jan 29 at 20:08
2
$begingroup$
Best legit game rec question in some time.
$endgroup$
– KorvinStarmast
Jan 30 at 1:54
1
$begingroup$
I see that this was held as “unclear”, but there's no lack of clarity in the question that I can see, and nobody has asked for anything to be clarified, so I've unheld it. If something's unclear that I've overlooked, please do point it out so that the asker can clarify.
$endgroup$
– SevenSidedDie♦
Jan 31 at 2:22
1
$begingroup$
@V2Blast Re the first comment, unless system information is required to understand a question it can leave it out, so there's no need to add what game is being played, let alone force the issue with a hold. It didn't register as a clarification request, just asking for additional info. For the second comment, the body is clearly "how can I enjoy", and if the title needs to match better it can be adjusted. Fixing up a title is a non-issue, and the body doesn't need clarifying, since it already says. If those two things are all that was behind the hold votes, it really didn't need to be held.
$endgroup$
– SevenSidedDie♦
Jan 31 at 2:33
1
$begingroup$
(I don't think the title needs to match better, anyway: not enjoying being GM is incompatible enough with GMing that the title already describes the problem just fine in that respect.)
$endgroup$
– SevenSidedDie♦
Jan 31 at 2:38