Advice for running an Adventure (and not just a game)
A little background on me to help you get started. I started playing AD&D when it was still
a set of "books" that were stapled down the middle. I also knew the Teenage Mutant Ninja Turtles
when they were just an ad in the back of Dragon Magazine.
My friends would always throw me into any game as the DM and
it took a few times playing with them as the DM to understand why. I found out from watching them that not
everyone can be a good Game Master. Here is my advice for anyone wanting to run
an Adventure.
First off make the Villain "real". Build him up with quirks and problems and
fears. As the 10 commandments of villainy
state, He should not just have issues but the whole Subscription. This is probably the single most important
thing. Really work at making the villain
someone that your players can hate.
Remember, 10,000 hit points is not tough. 2 hit points and a knack for getting out
alive is MUCH tougher.
Remember that a good Adventure is a STORY and as such cast
your parts appropriately. Look at who you have playing and never be afraid to
cast the role of hero on a Different person than you first thought.
Adapt your Adventure to what your players do. Always be willing to bend your adventure a
little to fit around what the Players do.
Remember, YOU know the story already and they don't. Lead them into it. This may mean you have to be as subtle as a
sledge hammer sometimes but you must help them to find their own way. It will be far more enjoyable for your
players if they think they found it out on their own.
If you have a hard time writing a story, Steal One! there are really only 7 basic story lines in
the world so find a good story and adapt it.
Please try and make it enough different so that players can't tell what
it is. You do not have to flesh the
whole story out, just the basics. Your
players will really tell the details.
Here is my most important advice. Roll your dice behind a
screen and then NEVER look at them for the important parts. This is a story and
as such certain things must happen. I
have rarely, if ever, seen the dice come up the way they should in a critical
situation.
Make the player "think" he's going to die. Get him down to just one hit point and then
get him out of danger by the skin of the skin of his teeth. Reward outlandish efforts. Think about it, what would Indiana Jones be
without his whip?
Don't make it easy.
If a non-critical story element gets side tracked because of a die roll,
Let It! See if your players can recover.
I think that the single hardest thing to do when making a
good Adventure is to let your Players think that you will let them all die. Don’t
be afraid to kill off the entire party if it is unavoidable but don’t go
looking for it either. If you can put
them on the edge of death, without actually killing them off, then the victory
at the end will be all the sweeter. Your players will know that they won out with
skill and daring and will praise you as a GM/DM for years to come.