Well now for some more happy fun answers.
Q: Do I actually need the rule books?
Yes. You do not need to own them but you do need to have ACCESS to them, in game and possibly during preparation.
You do not need every splat book a player uses on a constant basis but you do need access to every rule book covering the rules YOU intend to use on a regular basis.
You should also have read all relevant rules materials
at least once. Even if you then go on to not use some or all of them,
at least read the damn things once.
Turning up to run a 'core' 3.5 D&D game WITHOUT a current 3.5 edition player's hand book and without having ever actually read through one, or without even the common knowledge many gamers have of the most notable changes that exist between it and 3.0... IS NOT COOL.
Q: What else might I need?
Dice, paper, maybe some snacks, a large table, lots of guys like using grids, miniatures, white boards and white board markers and all sorts of other fun props.
Just be aware clutter beyond the basic minimum can be distracting and confusing, if you are new to it all try to work with less and build up to things like white boards and miniatures when you are more experienced.
Q: Is background mood music cool or what?
I personally hate the stuff. I'm not good with background noise, it makes it hard for me to focus. But some people seem to like background music.
Just be warned.
A) it can be distracting in a soft ongoing way
B) It can be distracting in a hard distruptive way when players are “OOOH I like/hate this track” or “uh oh, time to change the playlist”, or “Oooh, is this the song from...” or “yahahahaha this track is SOOO appropriate/inapproprate”
C) Some people play the stuff FAR TOO FUCKING LOUD. It's BACKGROUND music. Turn it down a notch, then turn it down another one just to be sure.
Q: How do you host a social event?
This is a little beyond the scope of the advice I intended to give, and others have covered it well, but let's at least make this clear.
D&D (or RPG gaming, and gaming in general) IS a form of social event. Interestingly while modern society somewhat strongly favours the direction-less game free 'party' that is largely only about chatting aimlessly and getting drunk throughout history it has been significantly MORE common for social events to incorporate games of various forms as their main features and events.
So yes, it IS a social event and you should treat it as one, include people you like and who like you and each other, try and have fun, be aware that you have to organize people, plan for convenience, supply food and seating, find a good venue, consider alternate and additional activities, take some time to chat out of game, be prepared to play a DIFFERENT game like a card game, or board game if there is a last minute poor turn out, if it gets too hot have everyone chuck off their clothes and jump in the pool for a bit, etc...
The most successful hosting of RPG games is in the form of hosting a small sociable party at which the game is just an event, maybe the main event, but not always the only event.
Q: Aside from knowledge and competency, how should I best prepare for running games?
The more familiar you are with the rules and your players and the more experience you have the less you will NEED to prepare.
However preparation is always still a GOOD thing. And you should do it.
Just remember you don't have to prepare EVERYTHING for EVERY eventuality. Try and prepare for predictable actions by your players, the unpredictable simply HAS to be dealt with as it unpredictably crops up, it is NOT a good idea to try to account for it in advance, by definition you CAN'T predict the unpredictable and all you will end up doing is producing a lot of wasted preparation on options or events that are
unlikely to be used.
Centre your preparation on things like places, NPCs, Enemies and interesting ideas. The most important part of all that probably being some nice prepared NPCs or Enemies of appropriate level ranges.
Try not to let your prepared material go to waste, a lot of it can be used in a different context to the original intent. So they don't fight the kings private guard? So what, your level 4 halberd NPC warriors you whipped up could easily be of use some other time, maybe even in another campaign.
As for supporting story and narrative and such fun fluffy things, take notes on prior player actions and adventures, who they met, what they were like, how they interacted, just bits and pieces will do “Bard got on surprisingly well with cheerfully reckless Orcish Gun Merchant named Beauregard”. Then use that later to bring Beauregard back and say “hi buddy! Want some more boom sticks?”. This also helps you maintain continuity so you don't forget important characters and have the PCs complain that “hey wasn't the gun merchant in this town some other guy last week?”
Take notes of things that are important to story that happened “off screen”. If there is a complex web of alliances between cultural groups, you need that mapped out so you remember it and can answer player questions (or just plain hand it over). Similarly timelines of important events (ESPECIALLY for any form of “mystery” game) are useful, and also help maintain continuity and prevent contradictions.
Take notes of things that are PROBABLY going to happen, extend your timeline notes
into the future. Be prepared to change them according to player interaction, but still if the bank robbery by the player's nemesis is probably going ahead at noon tomorrow, you want to know so you can mention it in a timely manner and not remember half way through the session that you failed to present or even mention an important encounter or event.
Q: Tell us about Shrodinger's gun and Chekov's gun like Lago said that one time to do...
This stuff Lago is going on about is some sort of trope's business. But still not entirely bad.
To a large extent Shrodinger's gun is about improvising and leaving details unknown until they become important, and then creating them so they fit nicely into your story when they do become known. This is another good reason not to OVER prepare,because sometimes, especially for trivial details, or for unpredictable enquiries the best answers are ones that can be informed by your most current information on the game world and what the players have been doing with it.
In addition it means that you can allow the game universe to provide for the players those things which they need, or which will be best for “fun” or “story” or what have you. If players are facing an enemy they cannot damage without a silver weapon, and lack somewhat in silver weapons, and a player chooses to search nearby unexplored rooms or cabinets or something for silver pointy things, or puts forward a reasonable argument that there will be silverwear in the kitchen they passed through but did not loot/search,
even if you did not actually 'plan' to place those items there you can at the last minute let them find them there because the answer to the question “is there a pointy silver thing in the box” is unknown until someone goes and checks, and when they do check it is often BETTER to decide THEN what the answer is than rely on an answer you made up three weeks ago that might be WORSE for the game and the story than the answer you can make up RIGHT NOW.
Chekov's gun is some fancy foreshadowing business. The re-use of previously introduced elements within the same story. You took notes on Beauregard the orc gun merchant who the players sort of noticed? Well he is BACK and he is back stabbing you, or giving you a job, or in serious trouble, etc... You guys had a notable adventure in the city sewers? Well it turns out that mysterious dead end is an enterance to a secret underground monster lair, and you have to go back, and have new adventures against new enemies in the same place! You know that amulet your mum gave you when you were level 1? Suddenly it turns out to be the secret key to the hidden treasure vault of your ancestors...
You can litter your games with little hooks like this, take notes of which ones the players notice or like, and incorporate them back into the story to become more important, and you can Shrodinger them up to use both techniques at once in exciting explosive ways as well when someone casts detect magic and their family heirloom codpiece they were going on about unexpectedly starts glowing.
Q: What about Canned settings and adventures?
You can use them, they aren't exactly automatically better, or even good, or even a template of how to prepare or write your own material, but they aren't automatically a horrible bad thing for your game.
What they CAN be is a sufficient help for a newer GM to start out and learn the ropes a bit. I'm not saying they are where you HAVE to start out, but it's certainly an option.
And in the long run you CAN continue to use them, but as you gain experience and skills even if you stick to canned material you should start to use it more as a loose guideline and be prepared to improvise material, rewrite prepared material and incorporate player input into the material just like you would if you were using your own material, just because it's canned doesn't mean it is any more or less sacred and inviolate than your own home brewed mess of a setting or adventure, it needs to adapt to the needs of you and your players just as much as any other prepared material.
Q: Incorporating character backgrounds into the story, what's up with that?
It's a hell of a lot of fun is what it is. Let your players hand you some background material, names, places, friends, enemies, notes on their culture or personal history, indeed whatever ideas they might want to contribute to your game at all.
Then use it! Watch as player Nancy chortles with glee when you incorporate a reference to how her character Nancella's elfen people have a pathological group allergy to Strawberries and it was HER IDEA. This is a great way to further invest your players in caring about the game, their characters and your story, because it makes your story also become THEIR story that THEY put input into.
And yes, many players won't, or CAN'T come up with cool ideas and write this sort of material.
SO HELP THEM OUT.
I personally like to hand out a multiple choice character background sheet about a game or two into any longer running campaign. I mean sure EVERY question has a “or just make up an idea of your own” as an answer, and every little mini quiz has the proviso that entire new questions can be made up to boot, but if you give the player some prompts and some fun ideas to work with you can both give them some great options AND inspire them to think of more of their own.
By using a multiple choice background quiz you ensure that anyone who can't write their own ideas can still contribute CHOICE to the story, and you do it in the form of a fun quiz that ITSELF is a sort of cool little mini game! And in no way does it stop a creative player from substituting their own answers.
Here is a bullshit sample quiz!
Quiz For Tiffany The Chocolate Elf Night Witch
1) Your people are called 'Chocolate' Elf's because...
a) All elven peoples are named after the ice cream flavours their exotic skin and hair colourings most closely match.
b) That's what you taste like to trolls, when they horribly kill and eat you, alive, while still screaming, by the way you guys hate trolls
c) Your nation's primary produce and the pride of your culture are rich tasty chocolate treats of every shape and form
2) Your people's primary beast of burden and preferred battle mount is...
a) Displacer Beasts
b) Lesser Beholders
c) Tigers
d) Displacing Tiger Beholders
e) Other, much larger, chocolate elfs
3) When you were a child you ended up with a dramatic scar bisecting your body (mentioned off hand in character description) because...
a) You were torn in half in a tragic canoeing incident and only barely saved by a passing necromancer. In return the necromancer demanded your hand in marriage, he has not yet come to collect it, it is unclear whether he is taking the rest of you or just the hand...
b) It's where they removed your evil conjoined twin
c) Actually the desperate healing clerics in your home town made you out of the pieces of two other young elf girls who couldn't be saved by available healing magic, at night you sometimes dream that your left hand side takes you out on the rooftops and pursues a career as a sexy cat burgular.
4) You are a wizard, you gained your powers from...
a) An ancient cursed book you found in a mysterious forbidden ruin outside of town.
b) A bumbling mentor who was more than he seemed and mysteriously left you one night with nothing more than a hastily scrawled note saying “beware of the fish who walks, the time is...aaaarrgggh!”
c) Your mysterious faceless mentor comes to you nightly in your dreams, he, she, or it, almost certainly is training you,shaping you, and maybe subtly controlling you, for it's own possibly nefarious reasons.
Q: Should I listen to Flatline's advice?
From what I can gather, HELL NO.
There is a class of "gamer" who only enjoys showing up for one or two sessions, causing as much grief and drama in game as possible, and then never comes back. ... These types of players are relatively more common than you'd expect.
I mean he has said plenty of other incriminating stuff but notably he clearly has a history of failed games, dissatisfied rebellious gamers and “players of whom we shall never speak of again”.
I want to make it clear, the number one thing following my advice here leads to
is not having that problem. This advice is about removing acrimony, frustration, conflict and hate from the game and making it a happier more inclusive and enjoyable experience for ALL. And it WORKS. If you go follow the GM is god advice of the sorts he is advocating, well, you get hate and tears, active rebellious sabotaging players and throwing of chairs.
But then... what did you expect when you declared yourself an invaluable 'god' and demand that the players suck your recurring villain cock?
Q: But how do I keep my recurring Villains alive if I don't cheat? WAAAAH!
Well... YOU DON'T.
Recurring villains are a challenging concept to work within and RPG. There are some ways they might be a good idea, but they are also a major problem in many more.
Players want to defeat their enemies, they want wins to BE wins and STAY wins, they do NOT want Dr Claw to jet away without consequence EVERY DAMN WEEK. You can do it some of the time but when you do be aware, players will NOT see any adventure or adventure arc as being “properly” or “successfully” resolved if the villain gets away!
More importantly still your villains SHOULD NOT CHEAT in order to become recurring. Run away? OK. Win the fight fairly and bugar off before the cops turn up? OK. Be such smart bastards that they are personally not at risk or provably accountable this time? Sorta fine. He has a buddy with the ressurection spell? Sure what's good for PCs should be good for him to some degree...
Even that sort of stuff you can't do often, but CHEATING to keep your villain alive for even ONE extra “episode” is a BAD IDEA. Because the players WILL see it as you showing favouritism to YOUR pet villain.
It doesn't matter even if it ISN'T favouritism, the appearance of cheating to save your pet NPCs is such an incredibly bad thing for your players trust in you as a good GM that you cannot even allow the risk of the mere appearance, let alone the act in truth.
So yeah. Bring back characters, Checkov's gun your familiar villain face from some guy the PCs already know, but do NOT fudge your villains natural life spans!
Q: But isn't son of Dracula a lame overdone idea?
No more so than Dracula himself.
You aren't a fucking genius artiiiiist so get the fuck over yourself.
You are NOT “better than” perfectly acceptable and workable cleche's.
Now on the other hand, sure, you can't make EVERY villian the son of some other villain out to get revenge or trying the same thing dad did or whatever, players will ultimately see more gratuitous or repeated instances as you being a railroading or vengeful DICK.
But SOME vengeance hunting offspring or repeat family customers of PC smack downs and the like are fun things that bring continuity, recognition of past player actions and input and other good things into the game. So I have no idea why the hell anyone would think Son of Dracula is magically automatically lame in your RPG.
Q: Maybe DM is half godly... I mean final arbiter and junk right, right?
“final arbiter” is not god. And the GM isn't precisely even “Final Arbiter” at best a good GM is really more of a
Deciding Vote the tie breaker, and sometimes the
Default or
Provisional decision maker.
Seriously if there are two guys at the table who disagree with something you do and no one else at the table cares that's two to your one and screw it, that means that basically THEY are the ones who get to make the decision. You don't get extra votes, hell it's not even really a democracy it's a 'Fun-ocracy' in that at any time it is a contest between the GM and the fun of even ONE player the better GM
lets the fun win.
I mean ideally though you use this advice and similar good practice to never ever BE in a conflict between you and fun, or at least reduce the amount that happens, but yeah.
So your “Extra” power work like this, decisions fall to you when
1) The group as a whole is undecided.
2) The group as a whole doesn't care.
3) The group as a whole CAN'T make the decision (typically things like decisions made in preparation, decisions that need to be secret or surprising to the players, etc...)
4) and finally decisions about YOUR SHARE OF THE STORY (the elements and characters you control, like you know
almost everything except the PCs)
And really point 4 alone should be MORE THAN ENOUGH. Are you not SATISFIED with that? MUST you also tell your friend that their character isn't allowed to have nice things or achieve fun stuff? What the hell is wrong with you? How MUCH of a control freak can you possibly be? “Everybody in the universe other than like 5 guys” is not enough for you? Fuck you!
And you know what, point 4 can provide you with mountains of control and decision making. Enough to spare. Enough that you can TAKE parts of it
and give it away to the players which let us remember have a SHORTAGE of control and investment in the story, what with their you know,
one single character worth of control. And as generally mentioned in other points, every damn time you give a bit of control back to the players like that you
improve the game for them, for you, for everyone.
By FAR I enjoy being the co-operative story GM with 5+ brains working for him than being the outdated overworked single brained Gygaxian tyrant. You want to be “god” START by using those extra brains over there, instead of you know, making them suck your cock.
Q: So what do we call the GM then?
Really if doesn't matter, I assume they have an actual you know, NAME you could try that occasionally.
Q: What if the DM is a restaurant that can kick out customers for no reason, like some sort of RPG Soup Nazi?
I hate those stupid restaurants, think you're better than me do you? Why I...
No but really? We should treat GMing like running a restaurant that reserves the right to kick out anyone for no reason (AKA the right to kick out black people). That's a model you WANT to emulate?
Here is an idea, why not treat your gaming group's meetings
like a social event between friends you know, like sane people would.
And you know what? What the hell control freak are you? Your GM has the right to expell people without giving reason, the right
to make people sit in certain places around the table??? WHAT? I mean seating isn't a big deal but... well... it wasn't until you just went all psycho control freak on us about it WTF???
Q: So seating doesn't matter then?
Actually come to mention it there is ONE context I can think of where you might want to ASK (I stress ASK) your friends to sit in particular arrangement.
Put inexperienced players near you or near a player who can help them out with their character sheet and the rules and rolling and stuff. THAT is a productive seating decision.
Demanding the gaming groups hotest girl sit's on your lap while that 'munchkin” you don't like sits in the corner with a dunce cap on in the uncomfy chair is just retarded.
(Pro tip: if the hot girl decides to sit on your lap of her own accord while you GM consider either agreeing and cancelling the game or regretfully postponing lap sitting until later. I have found it to be distracting, for myself as the GM and for the other players)
Q: Maybe players are the ones who should be worrying about being good or not have you thought about THAT? Eh?
Maybe they should, but this is about Gming advice. And you could have the bestest nicest most skilled players in the world and they will only
hate a bad GM even more.
Q: Player entitlement, is that bad?
Hell no. They are entitled. Entitled to FUN!
This advice isn't a bill or rights being demanded by a bunch of 'uppity gamers'.
It's advice about how to best provide fun for yourself AND your friends.
Telling you not to throw around butt fuck level 9 million shop keepers is NOT me making an entitlement demand on behalf of 'greedy' or 'unworthy' players, it's me giving you some advice to help improve your game for everyone involved.
Q: No one else wants to GM so fuck them all I can fucking do what I fucking like right?
No you can't.
Yes, it CAN be hard to find GM's.
So fucking what.
Do you WANT to be a bad GM? Do you WANT to have unfun times? Do you WANT to inflict unfun times on your friends?
Do you really need to create conflict or frustration among your social group at your social gatherings just because of some sort of control freak GMing fantasy you have about them all sucking your cock and listening to your cool non-interactive stories about recurring uber cool villains who don't use the same rules they do?
No, you don't. If no one else is putting their hand up for the role,
that just means you need to try and do it even better because in that situation you are
as good as it gets.
Or is the plan to be such a bad GM that someone else you play with realises they couldn't possibly do worse and relieves you of the burden?
Q: No one else even CAN GM, so double fuck them! Right?
Again NO!
For the same reasons.
But also, other guys CAN GM, if they really want to, it isn't all THAT hard and players WILL forgive them some teething errors if they know they are new, and if the new GM is working with a good open CO-OPERATIVE philosophy the other players can even HELP the new GM learn the ropes!
So anyway if you think you are so god damn irreplaceable... well... you are SO wrong.
Q: What about intermittent GMing, GM rotation and stuff?
I prefer the mini campaigns and one off option.
GM rotation within the same campaign SO doesn't work from me, it probably means one way or another many campaign evenings will be “filler episodes” and that's ignoring all the potential confusion and conflict it could cause.
If I WERE inclined to rotate GMs I think they should run separate campaigns with separate characters, or at a stretch two vaguely parallel campaigns with different characters within a shared over arching setting. That seems to have hold more promise of working out well.
Q: So then how the hell should the GM go about having fun?
Well the GM certainly SHOULD have some fun, and just as the other players should expect sometimes to compromise just a little for the benefit of providing fun to each other they should also from time to time expect to compromise a little to provide fun to the GM.
But you can't go around abusing that allowance, you can't demand it, you can't expect it, you should just be aware
the other players are ALREADY giving you a certain amount of leeway. Even as a GOOD GM, even as one of the BESTEST EVER GMs you are doing SOME things that you enjoy that the players are secretly groaning and rolling their eyes about. Even with some genuinely super human understanding and awareness of your players there is SOMETHING you are missing or foolishly insisting on that displeases them a little.
And it's OK, they understand, a bit. Until the second you push them too hard so you should always aim to MIMINISE your reliance on their charity and understanding, and you should try your best to get your fun from things that AREN'T relying on that charity and understanding but instead actually provide the other players with fun as well.
So you should get your fun from being a good GM. And while yes, to some extent that is the pure smug sensation of a job well done there is still PLENTY of opportunity to experience joy and fulfilment of various sorts during the process of doing that job well.
As I already mentioned, you have the greater part of the control over the greater part of the world and the characters of a fun, unpredictable, SHARED story, that is a lot of fun right there! A whole hell of a lot.
There is a lot of fun in learning to understand your players interests and desires and learning to fulfil, and better yet manipulate those interests and desires in ways that entertain you, them, and everyone else.
Even if you ARE a sick sadistic bastard who wants to stop the players down and laugh in their faces, SOMETIMES and within REASONABLE limits good GMing actually REQUIRES you to do that. Just a bit, but certainly enough.
But in the end GMing just ISN'T for everyone, I think that GMing, especially using the Good Advice ™ that you see here is for more people than many might think, but there are some guys who just won't enjoy it or just won't be able to manage it or both.
But then, maybe it's OK, not everyone has to do everything, not everyone HAS to be GM.