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The Topic: What makes a game easier for new GMs?
What do you find makes running a game easier? What could be added to a game to make it easier for someone new to running TTRPGs? If you haven’t run games, what could be added to a game that would help you?
Some Cool Responses
Hmm. My first thought is just “Here’s how to come up with a setting/happening”. My first GM’ing was in a super hero game, so I started with a bank robbery. I figure it was a simple, appropriate thing.
Keybounce
Keep it simple!
Wes from DM Tales
What I find makes running a game easier is understanding how to tune challenges. EZD6 is great this way, because each step on a D6 is pretty big, and is easily felt at each point. Likewise with how damage is done – each strike feels like a big chunk. I think too many games have dials of challenge which are too refined, and leads to overthink on changes to the challenges which are too small to feel. I also think it helps if the game discusses how to design encounters and sessions, and even gives examples of play. Games that provide examples of different encounters, scenes, or rooms are in a position to offer new GMs a set of tools with which those GMs may refine their craft through repeated use.
The Merlitron
Wrapping It Up
I am a fan of the CoC starter set, which has a short solo adventure that the GM can play to get used to the rules. I think step-by-step games or examples can help a new GM understand the flow of a game.
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RPG News
The Horrors of Pinocchio—Across the Fableverse is officially released!
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Shadowdark and Kobold Press
Kobold Press announed their next project on a stream this past weekend, and it’s a big ‘un! Dark Halls is an expansion for Shadowdark, coming to Kickstarter soon! It consists of the Crawler’s Codex, Game Grimoire, and 3 zines of adventures and options from the Kobold Press crew and Kelsey Dionne. Check out the stream where they detail it here:
