# Becoming a Dm

**URL:** <https://www.rpgvienna.com/t/becoming-a-dm/9112>\
**Category:** General\
**Created:** [August 18, 2025, 10:10am UTC](https://www.rpgvienna.com/t/becoming-a-dm/9112 "2025-08-18T10:10:44Z")\
**Posts on this page:** 1\
**Showing post:** 17

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**Author:** ![Darthbinks](https://www.rpgvienna.com/user_avatar/www.rpgvienna.com/darthbinks/32/9_2.png) [@Darthbinks](https://www.rpgvienna.com/u/Darthbinks)\
**Post date:** [August 25, 2025, 4:52pm UTC](https://www.rpgvienna.com/t/becoming-a-dm/9112/17 "2025-08-25T16:52:17Z")

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@xaosseed I use (mostly) this … hope that helps 🙂

# Darthbinks DM Advice

_just focus on everyone having fun, and you should be fine_ 🙂   
_if you want more details … see below_ 👇

## Advice for running a game

> **Give the players Information**
>
> if a player character should know something, because of their background … just give them the information   
> **only let them make a Check if it would be interesting should they actually fail**   
> if you want/need the players have certain information to understand a situation / plot … just give it to them
> 
> > - since you have the History skill, you know …
> > - as a fellow Soldier, you recognise …
> > - as a Cleric, you feel …

> **Failing Forward**
>
> if a player fails a roll, you could also make them succeed at cost … or offer them to succeed at cost if you are feeling nice^^
> 
> > - you managed to translate it, but the text brings dire news
> > - your attack is a Critical Hit, but your weapon breaks
> > - you succeed but suffer a complication (e.g. a wound, go slightly insane, …)

> **Prepare Situations not a Railroad**
>
> Think about a situation and let the players come up with something how to solve it   
> and when they had an idea that could work, **just let them go with it** … it really helps if you think about 3 things they might do what would work … but don’t restrict your players plan to the 3 things you came up with before \ (_that is just a thought-excercise that can help you from prevent creating an unsolvable situation_)
> 
> > - infiltrate a noble ball (disguise as performers, forge invitations, convince a invited noble who seeks revenge)
> > - get an ancient pass-phrase (ask a sphinx, make a deal with a devil, find a secret side tunnel that bypasses the magic wards)
> > - convince the Prince (convince his secret lover, bribe his treasurer, extort the Prince with his hidden past)

> **Prepare Scenes as if they would be Playing Cards**
>
> think about what scenes would be cinematic/cool and prepare (~8-10) them   
> … then think about these scenes like playing cards … and when a situation would come up, when one of them would fit, “play” one of these scenes
> 
> > - the npc reveals herself to be an ancient dragon
> > - ninjas crashing through the windows
> > - hordes of ghouls burrow through the earth, attacking everything from below

> **Clocks / Trackers**
>
> give a certain task, that would take a bit of time, a “Health Bar”   
> and every time the players or a npcs work towards that goal → fill it up   
> (or add to the “Health Bar” if someone/-thing makes it harder)
> 
> > - repair a village
> > - research a cure
> > - mediate peace negotiations

> **NPC Pictures**
>
> almost no one who joins a game after a workday can remember tons of npcs   
> just show the players nice pictures from your phone, tablet, or a book   
> … if they are really a lot, you can also print them out with name tags
> 
> this is esp. useful if your game involves lots of npcs (e.g. in an intrigue scenario, or a crime investigation)

> **Combat Riddle Encounters**
>
> design a boss fight like a riddle the players have to overcome   
> … **just don’t overuse this** … use it for meaningful boss fights   
> … also keep in mind that the **players should get the information** what might/-not work
> 
> > - press switching consoles to make the boss vulnerable for a turn
> > - they know that there are 2 things in the dungeon that would help against the boss
> > - a boss with limitless Hit Points, but one that is clumsy and can be easily tricked

> **Pacing**
>
> **look at the time and 1h before the end steer it to a finale**   
> this is esp. useful in oneshots or sandbox adventures … or games that rely more on freeform and improvisation
> 
> Should you ever have too much plot for a oneshot … always cut things from the middle not the end
> 
> > e.g. skip a level in the dungeon, and don’t rush the fight with the endboss

> **Focus on having Fun**
>
> when everyone has fun, everyone wins   
> **you as a DM are also allowed to have fun**   
> … if you don’t, then talk with your group about it and change something   
> rpgs are a communication game
> 
> this does not mean that you can’t games about ‘heavy topics’ (e.g. an Anti-War Drama), but everyone (incl. you) should enjoy exploring those

## Advice for planning a campaign / setting

> **Pick a Theme and stick with it**
>
> choose a theme for your game … you also can choose sub-themes for chapters of your campaign
> 
> > - breaking the cycle of violence
> > - blood is a drug
> > - ancient forbidden knowledge

> **World-Building: Start Small then Expand**
>
> you do not have to plan every continent and your whole mythology from the start   
> just start small and when needed expand … and add things when needed
> 
> > - start with a city block
> > - start with a village
> > - start with a small island

> **NPC Trove**
>
> if your campaign has a lot of (recurring) NPCs, set up a trove (e.g. at your groups Discord channel) and post them there … ideally with some pictures

> **Let PCs make up NPCs**
>
> sometimes … on character creation … I let players make up npcs to fill a setting
> 
> optional … you could draw them deeper into the story as a cost every time a players requires their help   
> if you do this, it should be an informed cost though
> 
> > - your BFF
> > - your mum/dad
> > - your noisy neighbor

> **Meaningful Choices**
>
> force your players to make hard, meaningful choices
> 
> > - what do they do when they encounter knowledge that could challenge the believe system of the entire region?
> > - do they rescue the trapped princess, even if this could start a war?
> > - do they make a pact with the Archdevil, if the reward could make a lasting peace possible?

> **Decisions with Consequences**
>
> let the decisions of the player characters matter   
> when they did something what could have an impact … make a note and let it come up again and again and again …
> 
> > - did they let the princess escape, who wanted to start a new life?
> > - did they read the forbidden tome of knowledge?
> > - did they inform the Sheriff about the Anarch-hideout?

> **Bottled Settings**
>
> give the player characters the information that leaving the area is super deadly   
> this helps that they have to deal with the consequences of their actions in that setting   
> e.g. if they piss someone off, they just can’t wander o a different place   
> … you can introduce means to cross these barriers later in the campaign, if you want
> 
> > - everyone who goes to the swamps vanishes
> > - with these treacherous currents there is no way to leave the island
> > - the landscape outside the city walls is overrun by zombies

> **Create a Faction Triangle**
>
> this works best for sandbox campaigns:   
> create 3+ bigger _ **neutral** _ factions and make them   
> a) philosophical opposed to each other, and   
> b) make those 3 chase them same thing **for different reasons**   
> do that in a way that it is … almost … impossible to find a common ground   
> … still … if they players find a way … just go with it then add at least one enemy faction, throw your player in there and let them go wild^^
> 
> > - religious-cult, crime guild, foreign diplomats (“a mysterious substance”)
> > - foreign pirates, undead conquistadores, native dinosaur riders (“a hidden city”)
> > - anarchist hackers, reborn ancestors, Cthulhu cultists (“the divine code”)

> **Weaving published adventures together**
>
> this works best for episodic campaigns:   
> just pick several adventures (e.g. from anthologies etc.) and modify them in a way that they work together   
> you can do this by make a npc of 2+ different adventures the same person etc.   
> this works like a charm and saves a lot of time^^
> 
> > - episodes of the Star Ship U.S.S. Vienna
> > - misadventures of the students of Strixhaven
> > - missions of the frontier guards of the northern stronghold of the kingdom

> **Make your Setting Dynamic**
>
> between the game sessions let something happen in the background   
> this is also a good way to think about how the various npcs react to the developments kicked of by the players or even other npcs
> 
> > - the military starting to draft more and more soldiers
> > - the revolutionaries are preparing for their big strike
> > - the agents of Cthulhu continue to create sleeper agents

## Advice for setting up a campaign

> **The players should be comfortable**
>
> make sure all players feel comfortable enough to be able to notice, when something makes one or more of them uncomfortable
> 
> this is not something bad   
> we are all here to have a good time 🙂
> 
> some tables use an **Xcard**   
> this is especially useful in freeform/improv games

> **On the same Page**
>
> clear up with everyone, that they and you are on the same page
> 
> > - … could be also simple stuff as some folks not enjoying episodic campaigns
> > - … could also be that someone suffers from sever arachnophia and you planned that spiders would play an important in your campaign
> > - … could be that when you let the player characters rule a city, to make sure that everyone has kinda the same ideas … or how make those ideas work together
> 
> **so check that first**

> **Lines & Veils**
>
> before the game or at session 0, the players could talk about about their **Lines & Veils:**
> 
> > **A Line** is something which will should never come up as part of a campaign or session, while **a Veil** ensures that whilst an action or event might take place, this will happen ‘off-screen.
> 
> these **Lines & Veils** are not set in stone   
> if something would makes someone uncomfortable, I strongly encourage to stop the game ( **Xcard** etc.) and talk about it … before resuming to game

> **Campaign Pitch: Expectations**
>
> when telling your (potential) players about your campaign idea about the tone & feel the campaign should have   
> again pictures really help, because they can set the mood
> 
> subverting expectations can be interesting sometimes (if not overused), but then you should make sure that your players would also be fine with the surprise’s themes … and that you do not cross any **Lines** your players might have
> 
> > some examples from the RPGVienna forum you can find   
> > [here](https://www.rpgvienna.com/t/the-v-a-l-u-e-of-megafauna-riding/7114/1), [here](https://www.rpgvienna.com/t/the-v-a-l-u-e-of-skullport/5656/1), or [here](https://www.rpgvienna.com/t/v-a-l-u-e-the-age-of-worms/4815/1), or an older one [here](https://www.rpgvienna.com/t/the-v-a-l-u-e-of-ravnica/4393/1)

_this ☝ is just some stuff I use from time to time … you don’t have to use everything_   
_just use what works for you, your ideas, and your group_ 🙂

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