Help with preparing for 1st session

By windywillows, in Game Masters

Hey all!

This is my first time trying to GM for a group and this is the first time we're playing this system. We're planning on meeting for the first time on Feb. 15th and I'm a little nervous. I want to try to give the players a sandbox-ish feel with episodic stories akin to something like Tales of the Bounty Hunters or something else along those lines. I also want to try to incorporate my players obligations in the fold and build their stories from there.

However, that is for the future and what I would like ask is how do other people prepare for their sessions? Does anyone have any suggestions or tips for getting myself prepared for the first session?

Any and all help would would be appreciated.

First, I would run them through the Edge of the Empire Beginner game. It's not a bad price for a set of dice, a few colored maps, and some tokens.

The adventure is pretty linear and far from a sandbox, but it does an excellent job of walking GMs and players alike through the rules. If you and your players want to continue with that adventure, there is a longer followup adventure free online called "Long Arm of the Hutt".

Regardless, when you are ready to start your own adventure, you should sit down with all your players before you start to really work on your campaign. Walk them through character creation and have them talk to you and each other about their characters and their backgrounds. Make notes of some of their more interesting ideas so you can incorporate them into the game. Lot of the times, you can draw a good basis for a campaign just from the stuff the players are giving you about their characters.

First, I would run them through the Edge of the Empire Beginner game. It's not a bad price for a set of dice, a few colored maps, and some tokens.

The adventure is pretty linear and far from a sandbox, but it does an excellent job of walking GMs and players alike through the rules. If you and your players want to continue with that adventure, there is a longer followup adventure free online called "Long Arm of the Hutt".

Regardless, when you are ready to start your own adventure, you should sit down with all your players before you start to really work on your campaign. Walk them through character creation and have them talk to you and each other about their characters and their backgrounds. Make notes of some of their more interesting ideas so you can incorporate them into the game. Lot of the times, you can draw a good basis for a campaign just from the stuff the players are giving you about their characters.

We've already done character creation and I was planning on the using the "Taming The Dragon" encounter and mashing that one with the "Enemy of my Enemy" adventure from the Compiled Resources thread. My apologies for not stating that in the first post. :/

Ah I see.

I also kind of skirted by the main point of your question. So my fault.

Prepratation? I am terrible about over preparing. In the past I would have 5-10 page word doc printed out in fair detail just for the next session. Now I just right down in bullet point, information I intend to give the players. Maybe a paragraph on certain key events I want to happen, and 1-2 encounters.

All of that I don't give too much context because I want the content generic enough that I can throw them in at any point. The plot will find the players. I usually don't prepare maps for this reason. For example: I figured the bounty hunter will find the indebted PC but I try to leave it open on where she shows up.

OggDude's character builder comes with a GM Tools program that allows you to build encounters and print off the relevant information. You can find it here: http://community.fantasyflightgames.com/index.php?/topic/89135-another-character-generator/ It's pretty awesome.

Edited by kaosoe

OggDude's character builder comes with a GM Tools program that allows you to build encounters and print off the relevant information. You can find it here: http://community.fantasyflightgames.com/index.php?/topic/89135-another-character-generator/ It's pretty awesome.

Just took a quick look at it. It looks fantastic for what I need! Thanks for the link!

Prepratation? I am terrible about over preparing. In the past I would have 5-10 page word doc printed out in fair detail just for the next session. Now I just right down in bullet point, information I intend to give the players. Maybe a paragraph on certain key events I want to happen, and 1-2 encounters.

All of that I don't give too much context because I want the content generic enough that I can throw them in at any point. The plot will find the players. I usually don't prepare maps for this reason. For example: I figured the bounty hunter will find the indebted PC but I try to leave it open on where she shows up.

Not gonna lie, I already have about 2-3 pages of possible adventures (and mini adventures) and encounters. Hahaha I think the bullet points might help cut that page count down.

If being detailed works for you then keep at it. I just realized that writing it down helps me remember it, but I hardly look at my notes during the game, mostly I just give the players the scene and go with the flow. Although key locations and plot points are nice to have.

One other thing I have found sets the mood is having a crawl prepared ahead of time.

I like this one, but I bet there is one better out there that doesn't cut the song off half way through.

http://starwars.com/play/online-activities/crawl-creator/?cs=

One thing that I have done sometimes is to play out in my mind a variety of theoretical outcomes based on the encounters I've got planned.

I find that when I do this, I'm better able to react in the moment to whatever surprises the players come up with, and when I don't, I tend to feel like I'm stressed or nervous and not able to respond at the top of my game creatively.

I'll usually know the locations we're going to be in and the general idea of what the players are after in the next session, so I'll take the various locations and various enemies (or other NPCs) and just mentally play through a few ideas about what could happen in each one.

I'll write this down if possible. I don't usually need to refer to what I've written later, but just the act of recording it helps.

I try to come up with a variety of different cool things that the NPCs might do in a fight, a few options for how they might react if they become overpowered, and some things that I can do if it looks like the NPCs are in danger of winning more than anticipated.

If it's social encounters, I'll walk through a few of the different ways that those encounters could go too.

I find it just helps my creative muscles to have done all that. Then, when we're playing, I'm able to just react in the moment.

Hey all!

This is my first time trying to GM for a group and this is the first time we're playing this system. We're planning on meeting for the first time on Feb. 15th and I'm a little nervous. I want to try to give the players a sandbox-ish feel with episodic stories akin to something like Tales of the Bounty Hunters or something else along those lines. I also want to try to incorporate my players obligations in the fold and build their stories from there.

However, that is for the future and what I would like ask is how do other people prepare for their sessions? Does anyone have any suggestions or tips for getting myself prepared for the first session?

Any and all help would would be appreciated.

Id recommend running "Shadows of a black Sun" (its a free download on this site). It incorporates all the skills that players have and is designed for newer players. Just be sure to read it a couple of times to get a good feel for it. I ran it for a few first timers and they had a blast.

I have also made an opening crawl for this module you can play for your players that i can send to you if you'd like.

First off, congrats for stepping up to the plate and learning to GM.

Second, whenever it seems like it's too much just take a deep breath and relax.

There has already been plenty of good advice from others so I will try not to repeat what has already been said. Personally, my prep depends on how involved something is anticipated to be. From experience I can guess with reasonable accuracy based on the previous session, what amount of prep I need to do for the next. So prep time varies.

Things I recommend for you as first time GM for prep:

1) Since you are running pre-made adventures... make sure you know them inside and out. Not just read them, actually break them down into: "Who are the major NPCs?" "What do they want?" "How are they trying to get it?" "Why are my players' characters involved?"

If you understand the underlying reasoning for why the scenes are happening the way they are scripted, then you have the freedom to keep the story going when your players inevitably go off script. Having a sense of how the Antagonists are approaching their own goals will inform how they could react when PCs wreck their plan.

Some GMs use flowcharts/mindmaps/diagrams what-have-you to keep it straight in their heads. I just keep a simple word processor outline up while running and make notes on what scenes actually happen during the game to help me plan for next session... and to write the episode recaps.

2) Get clear with each player what they think their characters want. Make sure these things they say are in line with the character Motivations and Obligations (their MO). They are powerful GM tools but only work if you get on the same page as the players' ideas on them. Yet sometimes you must also keep them honest to their characters. So knowing from the start what the expectations are allows you to call them on it later if they meta-game against their own character's MO. Then you come across more as a friendly reminder rather than as the railroading/blocking jerk.

3) Post-It flags for the sections of the rulebook that you may need to reference during the game. The more experienced you are, the less you'll need to reference the book during session. Early on though, it's good to make it faster to find things you need to find. Vehicle combat in the adventure? Make sure you flag the tables that mostly don't appear on the GM screen.

You can find game reference aids made by the community on the Compiled Resources thread. What helps new players and GMs I've found is a summary list of Maneuvers and Actions. If you're doing ship combat then make sure everyone has quick access to the table on page 237 as it keeps everyone aware of ideas for other things they can do on the ship if not the pilot or gunner.

4) Be mindful of the simplest form of gaming plot structure that is encapsulated in these two questions:

"What do the character's want?" "What's keeping them from getting it?"

With those two questions I have been able to ad-lib countless unplanned scenes across hundreds of game sessions as a GM.

That's probably a good chunk of info for you to digest for now besides all the other advice you're getting.

Thanks for the help everyone! I'm really excited to start GM'ing. I appreciate everyone's suggestions and I'm taking all of them into consideration!

I'll be sure to let you all know how my first session goes!

lots of great advice already.

i love first sessions.

a strong, cohesive group template (fear the boot podcast coined this term i think) is super important. make sure everyone is on board with where the story should be headed (tone of the story, but also the goals of the group). i follow this advice: always start things off at the most exciting part. don't plan for an encounter and spend the first 45 minutes building up to it - drop them right into it!

for first sessions i typically type up a paragraph describing the opening scene. i try to keep it as dynamic and cinematic as possible. i have notes for the rest of the session, and perhaps a few sessions down the line, but they are general and loose - a lot of NPCs, plot hooks and obstacles. i also bring a crib sheet of rules, a blank piece of paper for notes... that's pretty much it.

don't expect for everything to be smooth, your first time GMing. you will have to look at your notes. you will have to look up some rules. players expect this. you might think the session went terribly (you'll probably be wrong), but keep at it.

washer, I'm doing some of what you described for my own group's first session next week--dropping them right into the action!

They've been hired to acquire a relic from an ancient temple, so the adventure will start with the group climbing down a steep, dangerous cliff face and fighting off flying creatures as they descend.

I'm hoping this will be a much better way to start than "So you guys are adventurers. It is funny we have just met in this cantina. Do you want a job?"

My prepwork, first session or otherwise, normally goes as follows:

Step 0: The Basics

This is what I do with EVERY game I run, regardless of system. There's the obligatory know the rules, but for me, I have two big things: know the group, and have a list of names on hand.

Knowing the group as people helps with the below steps and any adventure planning.

And with the list of names. . .you can NEVER go wrong with having a list of names (I am notoriously bad for saying "Bartender A, who will get a name when I have the time to give him one. . .").

Also, like others have suggested, you may want to have bookmarks, a ready index, or post-it flags/notes on the pages you may want to have fast access to.

Step 1: Review.

I review what the group consists of, motivations, personalities, gear. . .the works, really. I normally rely on some notes at the table to help with this, so if I don't have them up to date, I ensure that they are.

I also review whatever rules I may be needing for them. Do they have an odd Talent that I know little about? What about a rule that they asked for at the end of last session that they needed to understand for their planning next game? Ergo, review.

Step 2: Brainstorming.

After I make sure I have the above, I get cracking on adventure things. When I don't know what they are doing, I try to have a list of hooks on hand that can be linked together at the same place at the same time (nothing sucks more than expecting the players to be willing to rob the Moff for a high payout and then learn the pro-Imperial party member talked them all out of it!), usually between three and five.

If there is already something in place, such as an adventure half-finished from last session, or they accepted a job at the end of a roleplay-heavy session, I start considering how to get it moving, pondering on the dramatis personae of the event, and debating what sort of opposition, physical or otherwise, is needed.

Step 3: Writing

This part is normally pretty fun. . .when I have the time to do it.

I start to write out the notes. A few key descriptions that I want to use, things I don't want to be caught off guard about (number of guards, patrols, a nobles favourite drink, and other minor, but possibly important, details), gear, and whatever else that may end up coming up.

This step also includes anything else that involves putting ideas down in some way; drawing floorplans, writing points, finishing up the opposition, etc.

Step 4: Review Part 2!

I normally try to give myself some time between writing and review, whether hours of days (I remember in my college days that I'd have about twenty minutes of free time outside of two jobs, classes, fencing and game nights, so I understand if it's tough to make time for this). Sometimes, I'll realize after the fact that the opposition will take out the party in one turn. Other times, I realize that the party will just roll through whatever I designed due to a tool or weapon they have.

It's just a nice idea to look at it.

Step 5: LAST CHANCE REVIEW!

I normally do this the day of the game. I double check all of the above notes, reread the adventure/module I have on hand, make one last pass of the character sheets, and then review any rules that I don't have a firm grip on that I'll need sooner rather than later.

Step 6: Enjoy the game!

'Nuff said.

I also want to share a little tidbit from a GM Guide I have sitting around, from a game called 7th Sea.

Rule #1: There are no rules.

Rule #2: Cheat anyway!

(There was also Rule 0: Everyone should have fun, but anyone who's gaming should already know that!)

I like to start with an outline and consider multiple possible outcomes for the actions the PCs take. I do it like physically writing a bubble chart, connected with arrows and lines. Until I'm really comfortable with a game, I've found it tricky to run a sandbox-style adventure. I WANT to run sandbox style adventures, but the only game world and system I'm familiar enough with is Nightfall Games' SLA Industries. Seriously, I know that world and rules back and forth. Instead, I try to find out what the players want to accomplish with their own sandbox adventures and try to work that in in the future.

I like to start with an outline and consider multiple possible outcomes for the actions the PCs take. I do it like physically writing a bubble chart, connected with arrows and lines. Until I'm really comfortable with a game, I've found it tricky to run a sandbox-style adventure. I WANT to run sandbox style adventures, but the only game world and system I'm familiar enough with is Nightfall Games' SLA Industries. Seriously, I know that world and rules back and forth. Instead, I try to find out what the players want to accomplish with their own sandbox adventures and try to work that in in the future.

Sometimes, "sandbox" isn't exactly what most would think. I normally have a few different locations and jobs that can fit just about anywhere, so even when I let my players loose on the Galaxy, they really will eventually find their way to some of the key locations I'd expect and adventures I already have planned.

For example, my FIRST long-running Star Wars campaign (ran for just shy of two years) was a sandbox. . .or so my players thought. We had a single adventure to get everyone together, and then I let them think they were running loose in the galaxy. In reality, I had a list of NPCs for them to meet with their own adventure hooks, I knew the players and what they wanted/expected from the game (in fact, our entire first session was JUST talking about what they wanted as they made characters), and I had some scattered jobs they could do to make them feel like it was a living, breathing universe. . .not to mention reaction to their actions.

The group started by rejecting the first job I threw out there (stealing from the local Moff) and instead decided to sabotage a "new fighter" at a small, hidden, Imperial base (my Plan B; I had one other hook for game one if needed). The next game had them smuggling some supplies to another world (mostly RP and to get the party up to date with a late arrival), and before they left they asked if they could see who else was at the docking bay. I knew this was a good time to allow them to meet a potential villain, so I did so.

They stunned the possible ally/villain (and determined that they would become a villain) and stole his ship; an unexpected twist to be sure, but it added a whole new hook with a recurring villain tossed in.

From there, it was a mix of hyperspace mishaps, jobs, joining the Alliance, and more. . .all with a central story and a few things tossed in for "freedom's" sake.

Just a way that may help as you get your feet wet!