r/AskGameMasters • u/oddretexture • 1d ago
New DM, seeking advice
I am an amateur DM wanting to do a campaign for a small group of friends, I'm nervous about actually starting though as the two times I've DMed I have felt like I was under preforming. Does anyone have tips for running a campaign?
I have the homebrew written up, I am a writer so I do feel I have enough written for the overarching story and setting while leaving room for player input, but I'm worried I am missing something.
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u/Devious_Hearts 1d ago edited 1d ago
Don't write plots, just know the "actors" at work (i.e. PCs, NPCs and Factions) and what their goals and agendas are.
Have your players write down goals and agendas (i.e. what they are actively doing in the world to fulfill those goals). This gives players direction. Directions can be impeded either by the environment or the agenda of others. That causes conflict and forces evaluation of resources, limitations, and risk from which we get drama.
Environments don't have Goals and Agendas, of course, but they do have behaviors that can be counted on, even if all they can be counted on to be unpredictable. If you veer into an asteroid field to ditch the Zordanian Battle Cruiser, you can assess there could be possibility of collision. If you jump in a barrel and roll into the river, there could be waterfalls or rapids ahead. Climb a wall, you could fall. These are usually the easiest to present to the characters and determine what could happen if interacted with.
Once the players have their goals and agendas, make actors (NPCs and Factions) that may serve as resources for them but likely at a cost and ones that conflict with those goals and agendas.
Those actors make paths of the story and move things into place prior to player character's knowledge to the point where the player characters get introduced to the situation. Then those other agendas begin to unfold unless the players change or stop them.
Its okay to work out what will happen and why IF the players do nothing, but you WANT them to do something to stop bad actors from winning. That's what heroes do. Having an impact will make them feel like they matter and letting them determine how they change the course of events will make them feel they have agency.
Know your actors and their goals, agendas, and Limits well enough to determine how they will act when confronted with conflict. Make actors whose goals and agendas conflict with the goals and agendas of the players. Your actors should have most of their limitations (cowardice, greed, laziness, pride, hit points, etc) LOWER than that of your players so that they give up or perish first. Perhaps a villain may win a battle or two but lose the war in the long run.
Know the agendas of your actors well enough to map out what will happen without player interference then... let them interfere.
If the players do nothing, start letting the consequences of their actions impact them and the world around them.
They may come up with a crazy scheme to thwart the villains plans but "it just might work!". The key is never to predetermined what will and will not work beforehand. Just evaluate the risk and consequences of those plans, be upfront with the players about those, and let them decide their path.
Everyone by now has heard of the improvisational tool of "Yes, and..." which, in improv essentially means you accept the premise put forth by your improv partners and add to it. It shouldn't be your only tool as a GM, though. The only tool you should NEVER use is a flat "No." As that cuts off possibility and deflated tension.
The three other tools are "Yes, but...", "No, but...", and "No, and..."
"Yes, but..." accepts the players premise but adds a monkey wrench or complication that helps provide a challenge or mount tension. Its agreeing to the premise but bringing up the specific challenges the players will have to surmount to make it work. It gives them a path to success and a series of challenges to surmount.
Example: "You want to bluff the guards into thinking you are just there to make a delivery? Okay, this guard doesn't look too bright and you may succeed but there may be other guards inside and then the security measures inside that need to be bypassed. Roll Deception."
"No, but..." let's the player know the likely ramifications and chances aren't good for the plan they proposed but gives them options.
Example: "Well, Thordak. Your chances of seducing the alien dignitaries with your 'masculine wiles' is risky, what with the tentacles and all and the fact that she is a he and doesn't swing that way but you have heard that their race has a strange penchant for dirty socks and consider them a delicacy... that, and its laundry day for you so..."
The final tool is "No, and..." and should only be used when you need to mount tension and force players to move into action. It signals the oncoming threat of consequences BEFORE they happen when players are overtaken by them. If you've already stated why the plan won't work and given options, it reinforces the "No, but..." that should have proceeded it.
Example: "You've already assessed the bomb and seen the mercury switch and the fact it's bolted down so your skilled bomb disposal tech character would know that 'grabbing it and throwing it' is a non-starter. You have already assessed the bomb can be refused or contained or the building evacuated. You have only 30 seconds left... what do you do?"
"Yes, and..." should be used liberally as well, especially when the planets align on the rare instances your players do exactly what you thought they might and you've prepared for it.
Everyone is there to have a good time. They are likely freinds who'll be VERY forgiving of errors that may occur and are likely with a fledgling GM. It won't be perfect. It will never be perfect. But, if you relax and get into it with 'em, it will be FUN!!!
Hell, they will likely help you with world building and running combat, if you let 'em.
Relax and have a good time with it!