Hey all. My wife is going to run our first Shadow of the Beanstalk campaign in couple of weeks. She has solid year experience with Genesys as a player, and Savage Worlds as the same for a year prior. This will be her first "real" time in the GM seat, four 1-shot adventures notwithstanding. She enjoys the system and was really intrigued by the Android setting. What tips, warnings, and general advice do you have for a first time Genesys GM? I have been running Star Wars RPG and Genesys so long I can no longer remember my early lessons. We already have general party roles delegated and the rest of us are similarly or more experienced with Genesys and role-playing in general. Thanks!
Advice for a First-Time GM
Listen to The Dice Pool Podcast (www.thedicepoolpodcast.com).
this is a shameless plug but we go into each part of the system.
I would recommend the following episodes:
- EPISODE 2 - Running a Session 0
- EPISODE 3 - The Narrative Dice
- EPISODE 4 - Character Conceptualisation
- EPISODE 5 - Creative Characters
- EPISODE 9 - Onward to Adventure
- EPISODE 10 - Encountering GeneSys
- EPISODE 11 - Story Pointers
- EPISODE 14 - A Difficult Situation
- EPISODE 19 - Dem Skillz, Tho
- EPISODE 21 - Encountering Genesys (Part 2)
There are other podcasts you can listen toas well but what you are asking needs about 20hrs to explain.
Also have a listen to some liveplays. We will be making an Android one available very shortly.
My advice would be:
Relax
Be flexible
Err on the side of propelling the story forward and/or in the player's favour
Make frequent use of the Story Points to keep things interesting
Keep copies of the tables for Spending Advantage/Setback and Critical Injuries handy
Try to give every character at least one moment to shine (in combat, social, netrunning, etc)
Provide a generous XP award at the end of the first campaign session (I've found as a GM this is always met with great approval)
And, of course, have fun!
13 hours ago, GM Hooly said:Also have a listen to some liveplays. We will be making an Android one available very shortly.
Agh, I'm trying to catch up on the non-LP episodes as it is and you tempt me with an Android game?
13 hours ago, GM Hooly said:Also have a listen to some liveplays. We will be making an Android one available very shortly.
13 hours ago, GM Hooly said:Listen to The Dice Pool Podcast (www.thedicepoolpodcast.com).
this is a shameless plug but we go into each part of the system.
I would recommend the following episodes:
- EPISODE 2 - Running a Session 0
- EPISODE 3 - The Narrative Dice
- EPISODE 4 - Character Conceptualisation
- EPISODE 5 - Creative Characters
- EPISODE 9 - Onward to Adventure
- EPISODE 10 - Encountering GeneSys
- EPISODE 11 - Story Pointers
- EPISODE 14 - A Difficult Situation
- EPISODE 19 - Dem Skillz, Tho
- EPISODE 21 - Encountering Genesys (Part 2)
There are other podcasts you can listen toas well but what you are asking needs about 20hrs to explain.
I immensely appreciate this. However, as a mechanic she is an interactive learner. She cannot "do podcasts" or really anything where she just listens to people. Again, thanks for your input (and shameless plug 😁 ). If it makes you feel better, I was already a fan.
2 hours ago, HaphazardNinja said:
I immensely appreciate this. However, as a mechanic she is an interactive learner. She cannot "do podcasts" or really anything where she just listens to people. Again, thanks for your input (and shameless plug 😁 ). If it makes you feel better, I was already a fan.
I had read a post on another forum a while back that resonated with me.
QuoteSkills/tips/superpowers of GMing I am willing to share.
I use:
- Sandbox
- Railroad
- Illusionism
- Lying
- Cheating
- Fudging
- Manipulation
- Crying
- Begging
- Linear Plots
- Ignoring
- Meta Gaming
Or anything else I think will keep the Players engaged.
To me, keeping the Players engaged is VASTLY more important than any RightWaytoPlay purisms people cling to.
YMMV
I always start with a session zero. At session zero We make characters together! That way everyone knows who is playing what. I no longer allow people to show up with ready made characters or for people to make a character at session zero, just to make a new one before session 1.
I also put a limit or 'boundaries' on what I am willing to GM. If I say I am wanting to run a city campaign that lasts for 18 sessions. That is what I am wanting to run. I refuse to spend 17 sessions outside in the forest in a city campaign.
Have a copy of every character's character sheet.
I have a sheet of paper with random names, street names, businesses, etc. that I can insert into the game when someone asks for or about something I haven't completely detailed.
General Tips / Advice:
- The most important rule / tip for me as a GM/DM is ... "Just have fun!"
- Secondly, listen to your players. It is amazing what you can pick up as far as ideas and what not from hearing them talk to each other.
Warnings:
- Don't let the rules rule you as a GM/DM. Just be familiar enough with the rules to make a confident decision on a rule without looking it up.
- And now I will contradict myself, if you all as a group are learning new rules then take the time to look it up to do it the right way. This might be for character creation and a couple of sessions, but then go back to my previous warning and don't let the rules rule you. 😃
So, just have fun! Be confident! And did I mention ... just have fun? hehehe
Enjoy and good luck!
Chris "Zszree" Holmes
Prepare.
-Read the adventure thoroughly (easier when you do your own). Not having to pause makes you look on the ball.
-If the adventure/session/campaign isn't on rails, create random/modular encounters ahead of time. Have several ready. Putting the time in increases the quality and ultimately player buy in and enjoyment.
-Create applicable NPCs with names and quickie backgrounds ahead of time, so when they ask the shopkeeper's name/race you have an answer. Same as above, pumps up quality of session.
-Give PCs bumpers for character creation. Don't let them make something you genuinely don't want. If they need to be thugs/underworld types, tell them so.
-Session 0s are helpful in knowing what your PCs have made to tailor efforts in the above.
-Obviously have a good command of core rules.
-Organize how you want to track things, wounds, money, etc, and have checksheets ready.
-Select your adversaries aheadof time, read, and understand them, again so you aren't pausing to read during the session.
-Most importantly, be comfortable with being in charge and make rulings