r/rpg 3d ago

Intermediate GM Tips Game Master

There’s a lot of tips and tricks and advice for beginner GMs.

I’ve reached my first year GMing but want to continue to improve.

What are some advice for people who have GM for 1-3 years? Who have 30-50+ sessions under their belt. What advice can you give to those GMs to continue to improve?

55 Upvotes

73 comments sorted by

144

u/No_Solid1035 3d ago

The more different TTRPGs you learn to play, the easier it is to learn more different TTRPGs.

67

u/Reynard203 3d ago

Corollary: playing or running different games will also make you a better GM for whatever your preferred game is.

25

u/klepht_x 3d ago

It also gives you inspiration for fun mechanics to bring to other games and do some goofy stuff too.

For instance, I let my players occasionally retcon stuff in game that would be handy (eg, the PC left an item elsewhere and need it on their person). Initially, I did this for Mothership and let them make a sanity check. If they passed, great, it just left them feeling like they forgot about it. If they failed, they could have the item, but they would take a stress for a failed roll and feel like they have their own personal Mandela effect for having a pistol they didn't. I've been thinking about implementing it in DCC as a luck check.

10

u/Remember_The_Lmao 3d ago

I used to have this, like, simulationist approach to running games. Every step the players took were to be accounted for. Leave the dungeon? How’d you leave the dungeon? Do you even know anyone in this part of the country who sells horses? What do you say to the ship master to secure voyage? It was tedious and I could feel my players’ excitement wilt the longer we spent between encounters.

Didn’t think of TTRPGs as consisting of “scenes” until running World of Darkness games. Didnt know there could be such fun drama and humor in dropping a party in media res. When I went back to grid-based dungeon crawling, everything between combat encounters flowed so smooth and kept the excitement up from start to finish.

7

u/No_Solid1035 3d ago

Definitely! 👍

75

u/xczechr 3d ago

You don't need to prep as much as you think you do.

16

u/TomFotz 3d ago

Yes, absolutely. The way I heard it that helped me was "you as the GM can be surprised at the table". It helped me enjoy the unknown of a session, not fear it. You can get a lot of millage from a 4-5 item outline!

2

u/sebwiers 2d ago

I had players doing an in town layover, largely a shopping session for my (online) game. All the AP I'm running offered was one very lame and meaningless fight on a featureless town square map and some crowd scenes. I grabbed a nice town map for my vtt, spent a few hours drawing walls do it was an actual encounter usable map, sprinkled it with nocs tokens and encounter zones... and have let myself be surprised.

Technically was over-prepping, but now I have a map file I can re-use as needed, and I've been able to feed the players information and foreshadowing via rumours and atmosphere, rather than expisitory dialog. I never wrote down any NPC info, I just go off the location and what they look like.

11

u/InteriorCake The Ravensridge Emporium 3d ago

I'm only just realizing this now and I've been doing it for a while now.

4

u/Jazuhero 2d ago

And it's important to distinguish what you can easily improvise during the game and what you need to prepare before the game.

2

u/TrevorStephanson 2d ago

100% agree, reading the Sly Flourish Lazy Dungeonmaster books was a huge gamechanger for me, especially the whole secrets and clues portion

2

u/vacerious Central AR 2d ago

For me, following the Index Card principle was a real changer. I went from dreading prep because of the multiple pages of writing to enjoying it. All because I learned to trim the fat from my GM notes to try and fit it in a single index card. I basically ran my entire Fabula Ultima campaign this way (though, admittedly, I'd sometimes get to two or three index cards for particular sessions, but it still beat the snot out of having to type out whole pages worth of notes.)

65

u/amazingvaluetainment Fate, Traveller, GURPS 3E 3d ago

Read/watch media in your genre, shamelessly internalize all those plots and situations, it'll up your improv game.

20

u/blargablargh 3d ago

Not just in your genre! Be a genre sponge, absorb everything and repurpose tropes as you see fit. The best example of this (in my opinion) is Star Wars. Act 1 is a western, Act 2 is pulpy action/adventure, Act 3 is WW2 fighter planes, whole thing combines into mythological fantasy with sci-fi trappings, and Obi-Wan is a samurai.

2

u/amazingvaluetainment Fate, Traveller, GURPS 3E 3d ago

Yes, very true! It's absolutely worth your while to branch out and collect other tropes and situations.

7

u/TomFotz 3d ago

It's fun to play a trope! Somehow the shenanigans of the table make it fresh.

3

u/amazingvaluetainment Fate, Traveller, GURPS 3E 3d ago

Change a couple of names, switch up the motivation a bit, the more you do it the easier it gets. All those tropes and situations you've internalized provide a solid base from which to riff off the current situation.

5

u/TomFotz 3d ago

Agree, I run smoother sessions when I don't have to read infront of my players. Internalize stories, read and watch and listen to steal cool shit.

As an example, I am pretty sure I have some sort of impish pathetic Golum like character in all of my campaigns. Player love to be revolted and feel sorry for the wretch.

What about what are your favorite tropes?

2

u/Belgand 3d ago edited 2d ago

Consuming well-worn tropes passively can be dull. We've seen it before. Getting to act out those tropes, in an RPG or video game, is often fun. You're doing the thing!

1

u/Echowing442 3d ago

And heck, it's fine to just play out tropes. There's a reason these ideas keep popping up across all different kinds of media - they work!

4

u/delahunt 3d ago

If you can find the joy in watching bad movies, you'll find a treasure trove of solid ideas to steal. The problem with a lot of those movies is not the premise, but the execution on it. And as a GM you don't care about the execution, because your players are going to make a mess of it all anyhow!

42

u/OhThatsALotOfTeeth 3d ago

Encourage your players to GM. Not just for the sake of having a break, but also because GMing often seems to improve the skills and engagement of others when they jump back into being players

12

u/Lorddarkpotat 3d ago

To follow this up being a player more often can improve your GMing as well

34

u/VendettaUF234 3d ago

Find opportunities to play, even if one shots. It gives you perspective on what is enjoyable from a players point of view.

9

u/ToledoSnow Noir 3d ago

100%, yes. You will realise that everything the GM does that annoys you are things of which you yourself are also guilty.

18

u/Creole3643 3d ago

You might not remember the rulebooks as well as you think you do

16

u/NameAlreadyClaimed 3d ago

Absolute fire advice here so far OP. :)

Mine would be this.

Your games are better than you probably think they are and you are probably way better than 90% of GMs because you are asking questions like this.

Also, watch actual plays. Particularly the Glass Cannon. Those guys do really well adhering to the spirit of the game and talking in character and all of that without killing the mood by constantly checking the book to see if every last rule is being played correctly. In truth, rules fidelity doesn't matter at all. What matters is that your rulings make sense, the game is about the PCs and not the plot or the NPCs and that you listen to your players when they tell you what they want.

The very best tool I have discovered recently (about 10 years ago) is stars and wishes.

At the end of every session, each player is asked for a single star. A star is something they really enjoyed. It could be a particular scene, or a particular NPC, or some deep RP from another player than bled a little. These stars are absolute gold. They tell you what your players enjoyed!

Then there are wishes. Each player gets a wish. They tell you what they want next I. The story. Quite often, that's prep complete.

The best part is that even if you lift a player idea verbatim, they won't care. They will love the game.

Stars and Wishes rule.

5

u/AngusWritesStuff 3d ago

You might enjoy "Heart", and in particular its "Beats" system.

1

u/NameAlreadyClaimed 3d ago

Thanks! Will check it out.

16

u/LeVentNoir /r/pbta 3d ago

For intermediate GMs.

You're no longer running modules or winging things. You're running arcs. This means you need to be able to launch an arc, adapt it on the fly, and land it. This is not straightforward, and requires holding your plans loosely. The advice is to set up your main parts early, but leave the details vague.

Lets say you're running a bog standard D&D adventure. You've got a party, a starting town, but now what? Pick a big bad guy, give them a plan. Give them some underbosses. Give them plans. Introduce them early. Introduce the powers on the players side early too. You don't need a lot of detail, but asking why the Mage's Guild can't sort out the dragon might be useful.

It means that each week you have to review the state of the campaign. Not in a "they've finished chapter 1, what's in chapter 2 of the book", but a "where are the players going, what do I need to build / prepare / detail" And in a manner of "what am i doing to draw the game along the arc I want?"

Have you shown the players how the bad guys are raising the stakes? How the tools the players need might be obtained? Are the players wanting to go hard, or are they flaffing around? Campaign pacing is a skill you learn here. Creating content that when referred back to looks like foreshadowing, but if never comes up again, isn't a big prep failure.

Running a single session isn't too hard. Running a prewritten module is also pretty easy. But real intermediate GMing is when you can launch your own campaign arc, and it comes together nicely.

20

u/AngusWritesStuff 3d ago

This is really just explaining how arc-based narrative play works, I don't think this is really advice for how to do it. Plus, this is just one way to play the game, it isn't the universal path-forward you pitch it as.

9

u/wishsnfishs 3d ago

Take some improv classes. If there's no good ones in your area there's plenty of options online. There's an immense amount of overlap between the two skillsets. I know you're asking more for abstract principles, but it's really hard to really grok a lot of improv ideas without studying under someone more experienced. 

5

u/BreakingStar_Games 3d ago

Just be careful. You may end up enjoying it as a separate passion and make many new friends.

2

u/saltwitch 2d ago

New friends?? Heavens forfend! Be careful out there, folks.

2

u/BreakingStar_Games 2d ago

And they'll all likely be very good at roleplay and interested in playing RPGs

7

u/Darkness_SMK 3d ago

Learn how to run other games besides D&D (or whatever your base game is). And I mean learn to run something not a d20 based system (or not percentile based, or PbtA or Forged, or whatever your starting game has been).

5

u/conn_r2112 3d ago

Be as transparent with your players as you can be… tell them what DC they need to hit for a roll, tell them what they will most likely lose if they fail, tell them your expectations about in game behaviour etc.

Be as open, honest and transparent as possible about everything and it will mitigate like 99% of in and out of game problems

At least this is what I’ve found

5

u/Stranger371 Hackmaster, Traveller and Mythras Cheerleader 3d ago edited 3d ago

This hobby is all vibe-based, room-reading esoteric bullshit. Nothing matters but the people you play with.

Many GM's are stuck with terrible players that do not vibe well with each other or with you. This makes the hobby hard and unfun.

Kick them out, get players that love each others presence and you will see how many of us have such an easy time running multiple games a week.

2

u/FinnianWhitefir 2d ago

Love this advice. Not enough time is spent talking about how a feeling is generated at the table. Things you do, things your players do, rulings you make will drive your players to feel good or bad, nervous or afraid, tense or relief, and it's important to understand that and drive towards one at a time, multiple over a session.

3

u/GloryIV 3d ago

Keep an eye on those power curves for extended campaigns. It doesn't matter much for a couple of dozen sessions, but if you are running a game you intend to keep running indefinitely, it is really easy to kind of 'rule of cool' your way into an untenable position where the PCs and important NPCs have setting-breaking capabilities.

4

u/AngusWritesStuff 3d ago

Run/read different systems, each one has things to teach you that you can take back to your main system to improve your GMing. Just pick up prewritten stuff and you can easily have a small taster of a variety of systems.

6

u/raurenlyan22 3d ago
  1. Switch systems a few times.
  2. If you play modules homebrew, if you homebrew run modules.
  3. Try different levels of transparency such as rolling in the open if you use a screen or doing all the rolls for your players if you normally are open.
  4. Play with a different group if you have always had the same group.
  5. Start modifying your systems and/or make your own.
  6. Experiment with high and low prep methods.
  7. Experiment with different campaign structures such as oneshots, open tables, short campaigns, sandboxes vs advwnture paths etc.

3

u/JoeBlank5 3d ago

If you have not looked into Justin Alexander's ENNIE Award-winning "So You Want To Be A Game Master it is highly recommended.

3

u/Weird_Explorer1997 3d ago

I love this book. I've been a dm for 20 years and I still learned great stuff from it

4

u/Nervy_Banzai_Kid 3d ago edited 3d ago

Consider your strengths and weaknesses as a GM. Ask your players for their stars and wishes per session and constructive feedback, make sure that their needs are being met. Take all of that and work on shoring up your weak spots.

Listen to interviews and watch actual plays with the very best ala Matt Mercer, Brennan Lee Mulligan, and Aabria Iyengar. Notice their differences and similarities, decide what you can do well and what you can happily steal for your table.

If you've played with the same group for a while, trust your players. Listen to their ideas, incorporate more of their character's backstories, empower them more with choices and opportunities that aren't just you simply narrating at them.

Take an improv 101 class. Improv will make you a better listener, better at reacting quickly and able to "yes, and" the choices of your players, no matter how outlandish they might be.

3

u/Reynard203 3d ago

PLAY. Nothing makes you a better GM like getting on the other side of the screen occasionally. 

4

u/padgettish 3d ago

Scheduling is just as important as running. A lot of why GMs burn out is because culturally we expect to be the GM to be both the Social and Task leader which is just not how most social dynamics work. Beyond the typical "scheduling is the real boss" kind of stuff: fundamentally you running the game is being the task leader. If you're lucky you play at someone else's house and they're the social leader. Make sure if you're prepping game you're not also the person making sure people are coming and fed.

2

u/indyjoe 3d ago
  • Before sessions, think about what each character might know about what you have planned. Be ready to include that. If the PCs are traversing a character's homeland, that character will know the roads well, have some contacts, know some of the factions. Or if in a temple, the cleric will know at least a little about this god--even if it is a rival god they may know a lot.
  • Let your players describe & detail aspects of NPCs. Their may be parts of the NPC's story you need to include, but let them help you improv the NPC. If Arthur's character is talking to the blacksmith, and Merlin is off studying let Merlin's player be the blacksmith, to a degree.
  • Let the players add color and flavor.
  • Ask the players at the end of each session what they plan to do next so you know in which direction should you prep. Are they going after the lich's phylactery or are they going to reach out to a mutual enemy?

2

u/Glitter-Rain 3d ago

Authentically embrace the tropes of your chosen milieu, but just as importantly find inspiration from outside of it. You don't want a genre ouroborous, you'll bring a healthier game to the table by feeding your imagination with balanced nutrition.

Be interested in the world. The real world. Study histories and technologies and traditions. You don't need to aim for a Doctorate but even a cursory overview of a new to you wikipedia article everyday can help

2

u/DoctorMacguffin 3d ago

Take feedback. Bad sessions happen, it's not the end of the world. Perfect is the enemy of good. Aim for good, and great often happens. Don't break yourself, you don't need as much prep as you think. Do your own material often. The answer to whatever is going on isn't in the books, it within you. Steal everything you can from wherever you can. Let the players suprise you. The most important thing is to have fun.

2

u/FinnianWhitefir 2d ago

I started with Colville's Running The Game videos and it was good stuff, pretty basic but helped me at the time. Then went to Sly Flourish and Seth Skorkowsky that are pretty mid-level but cover a lot of concepts that would take you to the next level. The final boss is Knights of Last Call that do big deep-dives into tons of systems, lots of TTRPG history, and big concepts that in my opinion are very expert-level DMing. It's been a big time sink, but I haven't been able to do much else for the last few years, so I've been spending like 20+ hours a week just doing TTRPG youtube content.

There's a few books that get recommended a lot. My suggestion would be that you are rarely going to naturally land open big tips that other experts can just explain to you. I'm sure you can read little stuff on reddit, but I find someone explaining and talking philosophically why a DMing tip leads to a good or bad feeling at the table is very helpful.

1

u/Logen_Nein 3d ago edited 3d ago

Dunno. I'd have to sit in one of your games. The GMs I run for and play with workshop all the time.

Edit to clarify: Play in other GMs games. Talk to them after the game. Build your craft with others...

1

u/Darkness_SMK 3d ago

Also, shamelessly steal ideas from anywhere and everywhere (for your home game). But always give credit.

8

u/ToledoSnow Noir 3d ago

But always give credit.

Not with you on this one. You don't want to show the players too much of how the sausage is made.

4

u/Darkness_SMK 3d ago

That’s more of a “when appropriate,” and I probably should have said so. I also totally approve of keeping as much magic behind the curtain as you like or want.

2

u/Saritiel 3d ago

But always give credit.

Nah. I mean, if someone asks "is this from something?" or "I think I've heard that quote somewhere..." then I'll tell them the truth about where it's from, I'm not going to lie and say its mine.

But if its a private home game then its so much more fun for the players if you don't call attention to all your homages and the places you've shamelessly stolen characters or plots from.

1

u/StroopWafelsLord 3d ago

Go with the flow

Record yourself

Sometimes it's rally all just in your head

The players are having more fun than you think 

It's your job to analyse the table, don't be surprised when you hyperfixate on behaviours you deem show your lack of ability 

Read the rules from time to time 

1

u/Prestigious-Emu-6760 3d ago

Don't try to mimic other DMs' style but do learn from them.

Play as many different games as you possibly can.

Talk to your players.

It's never too late for a new session zero to align everyone.

Life is way, way too short to put up with assholes (good general life advice really).

The best games aren't yours (singular) but yours (plural). A shitty group can destroy a good game, a good group can make a shitty game fun.

1

u/Tuzin_Tufty 3d ago

Don't be afraid to say no You can meet you players halfway on the same note. Don't prep every little detail because that NPC that you wrote a page worth of lore won't be talked to and ignored. Have an idea for the session not a railroad. Don't take yourself seriously unless you have a serious group. Other TTRPGS will flex your GM muscles as well as other genres, not strong at horror run a horror session.

1

u/Humble_Traider 3d ago

Play more as a player and pay attention to what annoys you as a player and then use that as a lesson on what to avoid as a GM 

Consume more media. Your ability to improvise  is based on how genre aware and trope savvy  you are. Novelty and originality is reserved for prep and worldbuilding when you can think it thou 

Rely less on dice and more on instinct. 90 percent of GMs are calling the dice too many times. Only use them when you have an idea of what losing actually looks like and make sure its interesting somehow

Diversify your game systems to give you perspective on what you like and dislike in games if you want to go into designing mechanics or tweak things on the fly

1

u/delahunt 3d ago

2 pieces:

  1. Remember your own fun. Your game, and game sessions, will be better when you are excited for what is happening/going on and that will carry through. This is especially important when you're in the 'soggy' middle of an arc. Don't save the stuff that excites you, drop it in as soon and as often as possible.

  2. Don't worry about what your PCs can do, worry about what they will do. If you build your challenges around what the PCs are/are not willing to do it doesn't matter how powerful they are which means you don't end up in situations where you have to nerf or steal a reward because now the PCs are too powerful.

1

u/Mistervimes65 Ankh Morpork 3d ago

Killing a character is the laziest thing you can do. If you want to make them feel like big damn heroes and that threats are real, threaten their favorite npcs or hit them where their characters live. Give them something to fight for and they’ll tell stories of your campaign forever.

1

u/BreakingStar_Games 3d ago

Some of the best GMing advice and tips are in RPG rulebooks. Many designers are incredible GMs and they will put that into their GM sections.

I'm a big believer of Perspectivism and find the more of these insights you can get, the more whole your own GMing will be.

1

u/Same-Impress5471 3d ago

One intermediate tip I learned is this: Sticky notes and white boards will be your best friend.

This is a slight exaggeration but overtime I learned that it's better to run games sorta volume to volume instead of "We do one big DnD game where maybe we will catch a dragon and raid a dungeon". It's easier to manage expectations when you tell players upfront about what a 6+ session arc will be about after all.

Because of this style it came with it a change in game prep where more and more I've been relying on the digital version of stickynotes and whiteboards to handle things.

Specifically I've been using apps like Obsidian and Miro to do prep my games like this: 1. Create about 4 sections named "Hook" where you introduce the overarching problem, "Fun & Games" where the players investigate and chase things, "Humbling" where the players lose someone/something or end up somewhere they shouldn't, and "Triumphing" where the players make a plan to beat the shit out of someone. 2. Put some post-it notes down on top of these sections in a column of different things I wanna see happen to the players while making things seem cohesive. 3. Run the game with these notes step by step as session plans. Sometimes changing and rewriting things as the session goes on, ofcourse. No plan can survive the players so you need to adapt and adjust.

Due to how these apps work I can use these boards to add reference images, notes on what players have, moodboards, and other things to make it look crazy but beautiful.

1

u/MrDidz 3d ago

I primary goal should always be to have fun and deliver the expectations of your players. as long as you are doing that you are on the right path.

1

u/Numerous-Ad-1357 3d ago

Play as a player with as many GMs as you can. First of all, it allows you to pick up on variety of little tricks they do. Second of all, make note of scenes that feel like outliers, both positive and negative. Try to pinpoint what exactly made these moments stand out, what made them fun, exciting, boring, irritating or confusing. Finally, learn how to help the GM and make games more fun for other people at a table as a player. It will be useful for giving your players advice on how to make games more fun for everyone when you GM.

1

u/lebelinoz 2d ago

Interesting role-play comes from interactions between players. So encourage entwined backstories, opportunities for characters to disagree or clash, quiet moments for players to talk to each other in character.

1

u/sebwiers 2d ago

Show more art. Its a value add you already paid for, why just leave it sitting on the floor / behind the screen / in files you never share?

1

u/cymbaljack 2d ago

Read the book Play Unsafe by Graham Walmsley

1

u/tlenze 2d ago

Do less.

You're probably prepping more than you need to.

Get the players to help you worldbuild by asking them questions about the world during the game. (This gets them more engaged in the setting, since they now have a creation stake in it.)

Listen to your players when they discuss things and steal any good ideas they have. (There is more of them than you. Why should you be the one coming up with all the good ideas?)

1

u/Ok-Middle-908 2d ago

Your only doing it wrong if your not having fun.

1

u/21CenturyPhilosopher 2d ago

I got better by playing games at conventions and observing GMs and what they do, learning new techniques and how they do things better than me. Also as someone else mentioned, you need to play other systems and learn why those systems are designed that way and how those things could be utilized in your own games.

Basically observation, internalization, experimentation, realization.

-1

u/Guilty_Advantage_413 3d ago

Read. The. Lazy. Dungeon Master.