Asked by triggerhappy938
Here’s two pictures from the Bastardhall game I ran a few months back. (You can read the full post and see more pictures here.) As you can see, I try to keep things real, real light. You never really need to prepare as much as you think you do. Have a general idea of what you want to accomplish, a map to guide your thoughts as much as the PCs, some CR appropriate statblocks, and let the PCs do the rest. A whiteboard helps too.
In my opinion, it’s often more important to have a good soundtrack and a good cheese tray then every exacting rule right at hand. Let the players guide the adventure, roll with what they want to do, and always be asking “Will doing this make their experience more awesome?”
Love this photo of how someone who works at the craft of making games actually runs them.
I want to know more: how do to run your games? What’s at your table when polys get tossed?
- Mathew out!
"In my opinion, it’s often more important to have a good soundtrack and a good cheese tray then every exacting rule right at hand." - Wes Schneider
An opinion I encourage in all new GMs.
My table usually consist of a laptop or tablet per person open to d20pfsrd.com. A battlemat & paper minis/pawns/plastic minis if it’s a combat heavy session. The AP I am running, some drinks and snacks.
My own laptop has iTunes open with my vasty collection of video game and movie soundtracks sorted into handy playlists I can throw on shuffle. A sticky note application open for tracking initiative and other notes. Syrinscape for sound effects. But the handiest thing I have is a list of DCs in my head based on what I judge:
Trivial: DC 0
Easy: DC 5
Simple: DC 10
Tricky: DC 15
Hard: DC 20
Heroic: DC 25
Super-Heroic: DC 30
Mythic: DC 35
Epic: DC 40
Legendary: DC 45
Godlike: DC 50
So whenever I’m stuck so can just throw a DC out there and some suggested skills for the PCs to tackle it.
Right on! THAT’s the way it’s done. :)
There it is.