Tips for new GM?

By ZSpark, in Star Wars: Edge of the Empire RPG

Hello everyone. I have been playing RPGs on and off for years. However, I've always been a player. I have always wanted to try GMing and I like the look of EoTE so I plan on purchasing it. My group played dnd 3.x back in the day and now it seems we play more Savage worlds than anything else. I thought EotE would be a good departure from the norm with a more narrative style combat, and just to be a bit different.

So I've come here to ask those who have ran a few games of EotE and also have done a good bit of GMing any RPG for tips and a few questions on how to get off to a good start.

1. What is a good way of transitioning players from a more rigid grid system (dnd) to the more imaginary, type system of EoTE? I just want it to go as smoothly as possible, because i know how a bad game, or a bad experience early on can throw someone off of a new system.

2. I do plan on buying the Core rulebook. even if my group doesn't get into the game, I just like rulebooks for some reason.... But anyway, I also plan on purchasing a couple of sets of dice. Aside from those, is there anything else I should purchase ? I plan on running a published adventure first, so either the beginner game or the one that comes with the GM screen would be good?

3. Are there any other general tips for a newbie GM you can think of? Extra materials, certain types of notes, things to write down about PCs for quick reference? tips for preparing for an adventure that I may overlook from being new? How to handle issues that always come up? Just anything you can think of that you think would help me out would be grateful.

Thank you ahead of time for your responses!

1. Have an honest conversation with the group and lay out how different the system is. Ask them to be open to a new style and to give it a few tries. This really is the sort of system that needs players capable of having an open mind. Just lay it all out clearly for them and trust them a bit. This is definitely a system which requires trust. And be open with them as well. The only nasty surprises for players should be in the plot.

2. The gm screen is excellent. It has every quick rule you will need on the go. Someone on these forums suggested laying it down on the table as a reference so you can still roll in the open. I bought six sets of dice but that's because I have a completionist problem. If you find yourself running low on dice you can buy the dice app for around $5. The beginner box scenario is excellent for teaching the system, comes with a set of dice anyway, and they have a free extra continuation of it online called Long Arm of the Hutt.

3. Be honest with your players about your hopes and expectations. Players will surprise you if you have the courage to be honest with them about problems or fears.

Edited by kaelith

1. Tell them to forget everything they have learned. About metagaming, about measurements, about non-narrative gameplay. And tell them to come to it with an open mind, and not let their prior bias cloud their judgment.

2. The GM kit comes with a really handy GM screen that has excellent info on it, like crit charts, weapon damage charts, things to spend advantages and threats on, and a bunch of other really usefull info. The adventure in there is a really cool one that has to deal, not only with hutts, but a droid rights movement. Very fun. I'm going to run it eventually.

There is, however, an adventure in the back of the Core Rulebook as well. It is a short and simple one, and between that and the player-made and online ones you can get, there are lots of choices.

3. Try a myriad of techniques. Plan a bunch of stuff out one session, then only plan a little another. Write lots of notes one session, then don't use any the next. Play a combat-heavy session one week, then play another that has no combat at all. By doing these exercises, you can find out what your strengths and weaknesses are, and figure out the level of preparation you are willing to do, and the level that compliments your skills the most.