How to DM a pen and paper RPG - 9 tips to get you started
Summary
TLDRJohnny von Eurogamer teilt in seinem Video Tipps für Anfänger-Dungeon-Masters (DMs) in Rollenspielen. Er betont die Wichtigkeit, ein gemeinsam begeistetes Setting zu wählen, die Spielweise und Schwierigkeitsgrad abzustimmen, die Regeln zu kennen und sie flexibel anzuwenden. Johnny rät, Vorbereitungen zu treffen, aber nicht zu viel zu planen, um die Kreativität der Spieler zu fördern. Er legt Wert auf persönliche Bezüge in der Geschichte und Entscheidungsfindung, um das Spiel spannend zu halten. Schließlich betont er die Notwendigkeit, eine gute Laune und einen passenden Soundtrack für die RPG-Sitzung zu haben.
Takeaways
- 🎲 Wähle ein Spiel, das alle Spieler begeistert, und passe die Spielumgebung an die Geschichten an, die sie erzählen möchten.
- 🌟 Berücksichtige die Ernsthaftigkeit des Spiels und die Erwartungen der Spieler, um einen Konsens über den Tonfall zu erreichen.
- 🚫 Diskutiere vor dem Spielbeginn, ob bestimmte Thementabuthemen oder Spielmechaniken ausgeschlossen werden sollten.
- ⚔️ Hinterlasse Spielraum für die Schwierigkeitsgrade, die während des Spiels angepasst werden können.
- 📚 Kenne die Regeln des Spiels, um als Spielleiter Entscheidungen treffen und die Spieler zu führen können.
- 🤹♂️ Wissen, wann man Regeln überspringen sollte, um den Spaß im Spiel nicht zu behindern.
- 🛣️ Planung ist wichtig, aber sei flexibel und bereit, auf unerwartete Handlungen der Spieler zu reagieren.
- 🎭 Mach das Spiel persönlich für die Spieler, indem du ihre Hintergründe und Motivationen in die Geschichte einbeziehst.
- 🔍 Sei entschlossen, auch wenn du manchmal nachschlagen musst, um die Glaubwürdigkeit deines Spielleiters zu wahren.
- 🎵 Nutze Playlists, um die Atmosphäre des Spiels zu unterstützen und die Spieler in die Szene einzubinden.
- 👥 Finde heraus, was für dich als Spielleiter am besten funktioniert, um sicherzustellen, dass das Hauptziel – Spaß für alle – erreicht wird.
Q & A
Was ist der Hauptgrund, warum Johnny für die Rolle des Spielleiters (Dungeon Master, DM) in einem Rollenspiel entschieden hat?
-Johnny hat die Reaktionen der Zuschauer auf seine Dungeons and Dragons-Videos geschätzt und die Inspiration, die sie für andere Spieler mitgebracht haben, die sich entschieden haben, Pen & Paper-Spiele auszuprobieren.
Welche Rolle spielt die Wahl des Spielsettings bei der Vorbereitung eines Pen & Paper-Spiels?
-Die Wahl des Spielsettings ist entscheidend, da sie dafür sorgt, dass alle Spieler in einer Welt spielen, die sie sich vorstellen können und in der sie Geschichten erzählen möchten, die sie interessieren.
Was bedeutet es, wenn Johnny sagt, dass man die Ernsthaftigkeit des Spiels berücksichtigen sollte?
-Die Ernsthaftigkeit bezieht sich darauf, ob das Spiel eher düster und gefährlich sein soll oder ob es eher eine alberne und leichte Atmosphäre haben soll. Dies sollte im Vorfeld mit den Spielern abgestimmt werden, um Überraschungen und Enttäuschungen zu vermeiden.
Welche Bedeutung haben die Spielregeln für einen Dungeon Master?
-Als DM ist es wichtig, die Regeln gut zu kennen, um die Spieler bei der Spielführung und bei der Entscheidung, wann Würfel geworfen werden müssen, zu unterstützen. Eine gute Kenntnis der Regeln erhöht die Spielervertrauen und verhindert ständige Unterbrechungen, um nach Regeln zu suchen.
Was ist Johnnys Meinung über das Ignorieren oder Ändern von Spielregeln, wenn sie den Spielfluss behindern?
-Johnny empfiehlt, Regeln zu ignorieren oder zu ändern, wenn sie den Spielfluss behindern oder nicht zum Spaß des Spiels beitragen. Es ist wichtig, die Regeln flexibel anzuwenden, um den Spaß im Spiel zu maximieren.
Wie wichtig ist es, einen Plan für das Abenteuer zu haben?
-Es ist gut, einen Plan zu haben, der die Hauptakteure und die Ziele des Spiels umreißt. Jedoch sollte der Plan nicht zu streng sein, um den Spielern die Freiheit zu lassen, ihre eigenen Wege zu gehen und unerwartete Entwicklungen zu erleben.
Was ist der Unterschied zwischen 'Planung' und 'Überplanung' in Bezug auf das Führen eines Pen & Paper-Spiels?
-Während Planung wichtig ist, um eine Geschichte zu erzählen, kann Überplanung zu Problemen führen, wenn die Spieler etwas Unerwartetes tun. Überplanung kann zu 'Eisenbahnfahrern' führen, was die Spielerfreiheit einschränkt und das Spiel weniger lebendig macht.
Was bedeutet es, 'entscheidend' im Spiel zu sein?
-Entscheidend zu sein bedeutet, dass man als DM selbstbewusst und souverän Entscheidungen trifft, auch wenn man sie vielleicht nicht vollkommen ist. Dies vermittelt den Spielern Vertrauen und zeigt, dass man die Kontrolle über das Spiel hat.
Wie kann man den Spielern eine persönlichere Erfahrung im Spiel bieten?
-Indem man die Charakterstorys und die Interessen der Spieler in die Geschichte einbezieht und Konsequenzen für ihre Handlungen im Spiel geschaffen werden, fühlen sich die Spieler stärker mit der Spielwelt und den Ereignissen verbunden.
Welche Rolle spielt die Musik bei der Atmosphärischen Gestaltung eines Pen & Paper-Spiels?
-Musik ist entscheidend für die Erstellung der richtigen Atmosphäre im Spiel. Johnny empfiehlt, verschiedene Playlists für unterschiedliche Situationen im Spiel zu erstellen, um die Spieler besser in die Szene zu versetzen.
Was ist Johnnys Hauptziel, wenn er ein Pen & Paper-RPG leitet?
-Johnnys Hauptziel ist es, sicherzustellen, dass alle Spieler Spaß haben. Wenn dies erreicht ist, sind alle anderen Aspekte des Spiels sekundär.
Outlines
🎲 Anleitung für Pen & Paper RPG
Johnny von Eurogamer teilt in diesem Absatz seine Tipps für Anfänger-Dungeon Masters (DMs), die ihre erste Rolle spielende Partie leiten. Er betont die Wichtigkeit, ein Spiel auszuwählen, das sowohl die Spieler als auch der DM spannend findet. Zudem sollte die Schwere der Geschichte und der Spielumgebung klar definiert sein, um Missverständnisse zu vermeiden. Johnny erklärt, dass man die Regeln des Spiels gut kennen sollte, ohne sich jedoch von ihnen zu sehr einschränken. Er plädiert für eine flexible Herangehensweise, bei der man bereit ist, Regeln zu ignorieren, die den Spielfluss behindern. Zudem sollte der DM eine Vorstellung von der Geschichte und den Antagonisten haben, aber nicht zu detailliert planen, um den Spielern Raum für spontane Entscheidungen zu lassen.
🛡 Regeln kennen, aber flexibel anwenden
In diesem Absatz geht es um die Rolle des Dungeon Masters im Pen & Paper RPG. Johnny betont, dass ein grundsätzliches Verständnis der Regeln wichtig ist, um Entscheidungen treffen und den Spielfluss steuern zu können. Er erinnert daran, dass manche Regeln jedoch überflüssig oder störend sein können und es in solchen Fällen legitim ist, sie zu übergehen. Ein Beispiel dafür ist das Ignorieren des Gerätetiers in 'Blades in the Dark', da es dem Spiel keine zusätzlichen Herausforderungen oder Tiefe hinzufügt. Johnny betont, dass es wichtig ist, die Regeln zu kennen, um entscheiden zu können, wann sie befolgt und wann sie übersprungen werden sollten.
🎼 Musik und persönliche Spielererfahrung
Johnny beschließt den Script mit dem Hinweis auf die Wichtigkeit einer guten Besetzung für Pen & Paper RPGs. Er empfiehlt, Playlisten für verschiedene Situationen im Spiel zu erstellen, um die Atmosphäre zu verstärken. Zudem sollte der DM auf die individuellen Spielergeschichten achten, um das Spiel für alle beteiligten Spieler interessanter und persönlicher zu gestalten. Johnny fordert zu, die eigenen Stärken und Schwächen als DM zu erkennen und die Spielweise anzupassen, die am besten zu den Spielern und der Spielumgebung passt. Er betont, dass das Hauptziel des Spiels die gemeinsame Unterhaltung ist und alles andere sekundär ist.
Mindmap
Keywords
💡Eurogamer
💡Rollenspiel
💡Dungeons and Dragons (D&D)
💡Spielleiter
💡Regeln
💡Kampf
💡Narrative
💡Persönlich
💡Musik
💡Spontanität
💡Spielerverbindung
Highlights
Johnny from Eurogamer shares his experience and tips for running a pen and paper role-playing game.
The importance of choosing a game setting that aligns with players' interests and the stories they want to tell.
Dungeons and Dragons is not the only RPG option; it's essential to find a game that suits everyone's preferences.
Establishing the game's tone and ensuring everyone is on the same page regarding the seriousness of the game.
Discussing and setting boundaries on sensitive subject matter that should be avoided during gameplay.
The necessity of understanding the game's difficulty level and adjusting it to suit the players' preferences.
As the Dungeon Master (DM), having a good working knowledge of the game rules is crucial for smooth gameplay.
Knowing when to disregard certain rules if they hinder the enjoyment of the game.
The example of 'Blades in the Dark' RPG where the gear tier system was discarded for simplicity.
Planning an adventure with a clear understanding of the major players and their motivations.
Avoiding over-planning to allow for flexibility and adaptation to players' unexpected actions.
The concept of 'railroading' and its negative impact on the game's natural flow and player autonomy.
Incorporating personal elements from players' backstories to make the game more engaging and relevant.
Being decisive as a DM to maintain the game's pace and player confidence, even when improvising.
The significance of a good soundtrack in enhancing the atmosphere of a pen and paper RPG.
The ultimate goal of ensuring everyone has fun, which should be the priority over all other aspects of the game.
Invitation for feedback and questions from experienced DMs and new players alike for future discussions.
Transcripts
[Music]
hello I'm Johnny from Eurogamer some of
you will know me from this channel and
my exploit film here alright so here is
a slice of shroom cake from Paper Mario
and here goes nothing
wow that's disgusting well this
may know me as the dungeon master fell
outside Xbox and outside extra so
everyone's gonna roll for initiative one
of the loveliest things about running
Dungeons and Dragons for those channels
has been the reaction from you nice
people especially those who have been
inspired to give pen and paper games ago
for themselves but running a pen and
paper role-playing game can be an
intimidating business it's hard to know
what game to run how to get started and
how to keep a game going without getting
bogged down in rules my new shy or
accidentally killing all of your player
characters in their first combat
encounter unless that's something you're
planning to do of course so to help any
budding DMS get off the starting blocks
here are a few tips for running a pen
and paper role-playing game according to
me I talked about it in a previous video
called why every gamer should try pen
and paper but the most important thing
to ensure when you're preparing to run a
pen and paper game is that you're
playing a game everyone is excited about
it sounds really obvious but I cannot
stress how important it is to pick a
setting that's right for your players in
terms of the stories they want to tell
and also just one they're interested in
lots of people gravitate towards D&D as
their first RPG because it's the one
they've heard of but to be honest
Dungeons and Dragons isn't for everyone
it's an accessible world because
everyone can picture an orc or wizard
but if the idea doesn't have you all
ready to go pick something else making
sure everybody's on the same page
doesn't just mean picking a good setting
however it's also important to consider
how serious your game will be before you
run it because if you're expecting to
run a super gritty noir thriller with
hard-boiled characters and really deadly
enemies and your players are expecting a
ridiculous romp through the woods with
goofy characters and silly names
everyone's in for a bit of a shock when
you get going when talking about the
game you're going to play be sure to
establish the tone you're going for and
what motivates your players is it number
crunching of loot gathering or is good
characterization more important
similarly if there's any subject matter
that ought to be considered off the
table this is a good time to establish
it talking about these things upfront is
a good way to make sure everybody knows
what they're getting themselves in for
difficulty is also something you should
bear in mind some players relish having
to fight just to stay alive from hour to
hour but others are going to be swiftly
discouraged if they're having to make a
new character every other session you
can of course tweak the difficulty on
the fly but having an idea of
whereabouts you're aiming the difficulty
before you begin certainly won't do you
any harm
either way difficulty is something
you'll have to get a feel for as you run
a game and that's okay
sometimes your players will annihilate
your big end boss without breaking a
sweat and sometimes you'll come close to
murdering a couple with a combat
encounter you thought would be a breeze
either way don't worry too much about
this just experiment with different
things and it'll come with time step two
is know the rules there isn't really any
way around this one I'm afraid as the DM
you're gonna have some homework to do in
the course of any given session your
players will be looking to you to guide
the action of course but they'll also be
looking to you to make judgment calls on
when they need to roll dice you're as
much a referee as you are a director so
having a good working knowledge of how
the game actually works is really
important it increases your players
confidence in your abilities for one
thing but it also means you don't have
to pause the action and dig out a rule
book every two minutes you don't need to
know absolutely everything off by heart
of course but if a player says something
like I want to try and persuade the
guard to let us in and your first
reaction is cripes how does that work
that's a problem knowing the game
intimately will also give you a better
idea of how long things will take which
is to say combat always takes ages and
the quicker you get a handle on that the
better that's not to say there's any
shame in having to look something up of
course but as a guiding principle the
better you know the rules the smoother
and more fun your game will be as
important as a good working knowledge of
the rules is however step 3
is to know when to throw the rules out
when writing an RPG authors tend to try
and have a rule in place for every
eventualities what are the effects on a
human when they're making a long journey
across a desert without water for
instance what happens if a player
attempts more than the usual number of
actions in any given combat round and
how much gear
can everybody carry it's a simple and
unavoidable fact that some of these
rules get in the way instead of making
things fun and if that's the case you
shouldn't feel bad about tossing those
rules out you can discuss things as a
group in order to find a compromise that
works for everybody but if there's a
particular subset of the rules that
strikes you as especially fiddly or
unnecessary don't feel bad about
ignoring it there's a fantastic RPG
called blades in the dark that I'm
currently running a campaign of and gear
in this game is organized into different
tiers which is to say if you're trying
to pick a tier 3 lock with a tier 1
lockpick you're going to have a harder
time and I took that system and I
immediately throw it out of my campaign
because I don't really feel like it was
adding anything if a lock is too finely
made for a character to pick then they
and I will know it without having to
assign a number to both of those things
giving everything in the world an exact
tier rating doesn't really add anything
in my estimation so out it goes it's
worth noting however that as DM you have
the final say on the rules your players
might want to get rid of the load limit
on their characters for example but if
you think it impacts on the game in a
meaningful way then it should absolutely
stay step 4 is to have a plan when
you're planning an adventure whether
it's one that's going to be wrapped up
in a few short hours or one that will
span weeks and months of gameplay it's
good to know who the major players are
who's the group's main antagonists for
example what does this enemy want and
what resources do they have available to
them to see their aims through bearing
these things in mind will help you weave
an interesting narrative around your
players as they explore the world and
the clearer the state of players in your
mind the first you'll be able to respond
to new developments notice I say respond
though because step 5 is don't plan too
much when people ask me what it's like
to run a pen and paper game I generally
say it's like that better
woloson grommets the wrong trousers when
grommet is riding the toy train and
laying the track in front of him as he
goes while you should know generally
what's going on in the world you're
running and what challenges the players
have in store it's very easy to plant
too much or to run too rigid and
adventure having a detailed plan before
a session can be a reassuring thing
especially for a new DM but it can also
lead to problems your players will
almost certainly do something you don't
expect probably right at the beginning
and then that means that some or maybe
even most of your carefully laid game
plan is no longer relevant this can lead
to a moment of horrible gut-wrenching
panic which is really unpleasant but
worse it can lead to a temptation to
wrest control of the game away from your
players in order to put them back on the
path you originally envisaged this is a
horrible practice called railroading and
you should really avoid doing it
wherever possible I used to plan a lot
when I first started running games but
beyond having a fixed idea of who the
bad guys are and what they want I now
try to avoid planning at all everyone is
different of course and you may find a
more detailed plan suits your personal
style or maybe you're just into working
in cool ideas as and when you can but I
find if I have too much planned then I'm
slower to react to the unexpected the
second indie adventure I ran for outside
Xbox and outside extra is a pretty good
example actually going in a new car
athon was going to be given the black
spots I knew who had hired the Pirates
and I knew why but apart from that I
didn't have the faintest idea what was
going to happen or where the players
were going to go in that session as a
result when they decided to hire out a
boathouse and staged an ambush I wasn't
thinking oh cripes oh I didn't plan a
boathouse because I knew that already I
just got on with imagining what that
boathouse might look like if
everything's a surprise in other words
you're far less likely to encounter an
unpleasant surprise I'll emphasize at
this point that learning to let go and
not really plan anything takes quite a
bit of practice having a more fleshed
out plan is absolutely fine if that's
what helps or if that's just how you
prefer to play in general these are all
of course just guidelines and every DM
is different
so the most important thing is to find
what works for you the next tip in this
little primer is to make it personal to
your players simply put they'll have a
better time if your story works in
little details from their backstory or
if there's a hook to get them more
invested personally do you have a
character in the group with a missing
sister maybe they'll turn up and turn
out to be a righty well so-and-so maybe
your players burned down a barn in their
first session because they thought it
would be funny well turns out that farm
has been tracking them ever since and
they've hired a whole bunch of
mercenaries developments like these
remind your players that the actions
they take in the world have consequences
some small turn far-reaching so whether
you're planning something relatively
minor or earth-shatteringly significant
it will lead to a more vibrant alive
seeming world that they're a real part
of tip 7 is to be decisive or rather not
to differ if you need to look something
up in the rules that's fine similarly if
you're struggling to imagine exactly
what horrible monster is looming out of
the darkness that's alright too
inspiration comes and goes what you
should really learn to avoid however and
this is something I learned the hard way
is looking indecisive in front of your
players because frankly it just looks
like you're winging it which you are of
course but there's a big difference
between a DM who's making things up on
the fly and having a good time doing it
and one who's winging it and looks
afraid even if you're making a judgment
call you're not 100% happy with if
you're confident your players will have
confidence in you case in point watch
here as I cover the fact I don't know
how multi action combat rounds work in
D&D I'm gonna break this down because
why not t it's easy
the most important tip of all however is
to know what works for you it could be
that none of the advice I've given you
thus far actually applies to you like I
say everyone's different the important
thing is to get stuck in talk to your
players get a feel for the group and
then see what works for you
the first and most important goal in any
pen and paper RPG is to make sure
everyone is having fun if you've
achieved that aim everything else is
secondary
oh and build playlists I cannot stress
enough the importance of a good
soundtrack when you're running a fan
Pepa RPG fair every single game I run I
make three playlists I make quiet for
general dithering middle for when things
are starting to get tense and combat for
combat make sure the music isn't too
intrusive video game and movie
soundtracks are good for that and try to
tailor your choices to the game you're
playing if nothing else it'll be a fun
exercise for you to imagine the world as
you start to build it and then you have
it 9 tips for DMing a pen and paper RPG
I am of course just one person however
so I really would relish your thoughts
on the matter if there are any seasoned
DMS watching give us your thoughts as
for any players or budding DMS
why not ask some questions I'll try to
get to them either in the comments or in
a future video if this one does well
enough either way thank you very much
for watching if you'd like to see me run
some D&D or talk about pen and paper
games in general you can click one of
these videos that's surrounding my face
right now
do you like and subscribe so you don't
miss anything more from Eurogamer thanks
again for watching and have a lovely day
[Music]
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