How to GM your first game: a few basics

La version francophone de cet article est disponible ici. / The french version of this article is available here.


Let's say you want to try tabletop RPGs. You gather some curious friends, but you don't know any seasoned Game Master... You see it coming, right?

Here are some SIMPLE tips to begin tabletop RPGs, especially if you have to endoss the frightening role of the beginner GM.

Funfact : The use of weird-shaped dice isn't even mandatory!
Le saviez-vous ? L'usage de dés aux formes étranges n'est même pas obligatoire !

There are hundreds of similar articles, so I'll do my best to be concise. These tips are only based on my opinion and tastes in term of roleplaying. These aren't universal rules.

- for your first game, begin with a small group of players, like 2 to 4 players is a good start. My first game was with 7 persons not used to roleplay: good memories, but assuring that everyone could participate was hard.

- the GM announce to players the kind of setting they'll play. Or GM and players agree on it. It's a good thing if there is a consensus on the general desired mood (intrigues, drama, heroic, comical, horror...).

- start with a simple OR an already familiar game system (as an example if you already did few game as a player). The most complex system would always have cases non-covered by rules. You don't have to read whole tomes of rules to play a fun game. It is especially true if you play remotely.

- the game will not be perfect. There will be hesitations, from players or from GM. It's normal, it happens even at regular tables.

- the GM doesn't play against players, but plays only the world around them. If players do something unexpected and clever, let them enjoy the success of their cunning plan.

- if the GM has a clear idea of what should happen (ex: trying to break a door with a feather is hopeless), no need for dice rolls. The rules exist when there is a doubt about the result of an action (ex: Does a joke amuses or angers the local lord?). The GM is allowed to ignore the rules if their use seem ill adapted or less fun (ex: why testing Charisma if a player do a very generous offer to a PNJ?).

- if as a GM you have to make an unexpected ruling, just ask to you players: does it seem fair to you?

- finally, there are as many ways to play as there are players or GMs. Use the tools (tips or rules) that are useful for you, adapt or ignore the rest.

Enjoy yourselves!

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