Anyone who plays tabletop role-playing games sooner or later considers running a game. I know that’s how it went for me at least. At first it is a daunting task to think about, having to think about the world, whose in it, what the characters are going to try to do. This is a guide to help you along the process of getting ready to DM or ST or GM and understand that running a game really isn’t as intimidating as it seems. For this guide, I’ll use ST as I feel it covers the job you’ll be performing best. I’ve got quite a few games under my belt at this point so this is coming from experience and not just from books. 

            Let’s begin with the most basic thing, fun. These games are first and foremost about getting together and having a good time. It doesn’t matter how well the players follow your carefully devised plot or intricate scheme that they hatched. This is a game and as such, it’s not really about winning or losing or following or deviating as it honestly is about playing the game. Again, the key here is just having fun and telling a story.

            The next element after fun would be story. Here, feel free to borrow from any source. I’ve run a game loosely based on the Dune series by Frank Herbert to use the Sandstorm module of D&D 3.5, and no few movies have served as inspiration for stories I’ve both run and played in. The important thing is to have something of a story to tell within the context of the game. It could be the classic struggle of good on evil, some grey area around that, something that needs to be done for better OR worse. You and your players aren’t limited to just being good, evil and everything in between remains a ready option and usually makes for some interesting times on the occasion. Getting this started does vary from person to person, some of us only need the basic concepts and others want to write most of the full plot line down. Do what you feel you need to. This process can take time, but like with anything, its time well spent. It helps in the long run so you’ve got more to think and build on.

            What I’d recommend at this point of considering is running a pre-made One Shot campaign. These can be downloaded free from multiple sources or bought at your local hobby shop or book store. Sometimes the same places can be used as recruiting grounds for players. These are a great way for you to start familiarizing yourself with the basics of running a game. I personally began this way and it allowed me to try various systems (like the d20 and White-wolf’s d10 based system) without extensive reading. This also will give some practice in Player management, useful for those who are doubtful in that area. All the rules needed are usually provided as well. These short games are made to be simple to run and fun to play. It re-enforces, if anything, the need for simply a story. Remember ST’s tell the story, hence my choice for this piece.

            Of everyone, I must be frank, the person running the game does have the most responsibility. The world you use, be it your own or from another source, will be your take and creation. You will be asked to make a lot of judgment calls and the book’s rules aren’t always going to be on your side. When I started running my game, I didn’t know all the rules, I still don’t, though I’ve learned quite a bit since then. You do need to figure out the traps, puzzles and villainous schemes that are going on around, but not all at once! The game should challenge both the players and the ST; that means you press onto the character’s morals and personalities as they engage and try to conquer what you’ve set down for them. When the times come, remember, more powerful than the book is the ST’s ruling. This can be in direct contradiction to the book, but in those cases, you need to have a solid reason for making that choice. This ability helps manage the game and keeps main antagonist alive (sometimes), but don’t be afraid of being cliché and using the “unexpected return”. You’re telling a story, within a set of rules, and those rules, ultimately are yours. Power trip aside, these rulings should only be done to flavor (or favor) your story. Remember, this is a game, for fun. If the rules don’t cover it, hopefully you’ve read enough to figure something of a system out, if you do, write it down quickly. If not, talk with the players briefly and get something that you all agree on. Of course, you can just make it up and use it.

            The last thing that merits mention would be the player dynamics. People are people and not everyone is going to like everyone else and neither are the characters, even if the players are real-life best friends. I can say I’ve been in games where people date someone else than their real-life significant other’s character, heck, playing a girl (as I will do sometimes) my character was having something of a romance with another guy’s character (I won’t mention things beyond Dash and Silver). Sometimes people will get along great and other times they won’t. If things are simply getting out of hand, put your foot down on the matter. Maybe it means kicking them both out, maybe a warning, again, it’s up to you to choose. The ST’s secondary role is that of a mediator for the group sometimes, helping to keep thing smooth (candy, cookies, pizza and soda work very well here).

            It’s amazing to think I’ve been able to summarize the key points of running a game into just this much. Don’t get me wrong, there’s plenty to running a game and I’m just putting out my own experience from 3 full-on games, multiple single-shot campaigns and participating in many other tabletop games. At present, I run one tabletop (Legend of Zelda D20 entering into 13/14th level from level 3), in at least one tabletop (White-wolf’s “Scions”) and considering returning to Live Action Role Playing (LARP) at Wasting the Dawn (One World by Night, White-Wolf’s Vampire the Masquerade). What can I say, I like it and its something anyone can enjoy.




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