In post 150, hasdgfas wrote:I'm going to be running a Pokemon: Tabletop Adventures game for some of my friends starting around next week or so. Anyone have any general GMing tips(since I doubt anyone could give me specifics for the system)?
1) Have at least 5 random plotlines for them to head off on sitting around prepared. If they wander off course, try and hook them to one of the pregenned hooks, or tailor a hook for them. Sometimes things don't flow smoothly, so have things prepared for when rails come loose.
2) Assuming the system is not combat light, so have at least 2 good combat encounters prepped. The enemies can be vague, but have a good piece of filler to whip out if the initiate combat for some random reason.
3) Have a list (or at least brainstorm) a few key details that you can graft onto NPCs. Take notes. The Mayor of Randomville is not memorable. The Mayor who always nervously takes off his hat and picks at the brim when asking for favors is memorable (and if you can't generate a character out of that one sentence description, you're not ready to DM).
4) Say yes first. Say no, but... second. Say no as infrequently as possible. If your players have an idea, it should either work, or materially help them out. This is the biggest way to prevent the feeling of being railroaded. Even the most asinine idea can be transformed into something useful ("Lets go ask the Dragon if he will give us the MacGuffin!" "The Dragon looks at you sorrowfully. 'Indeed,' he says, 'I might give that MacGuffin to you, if I possessed it. Sadly it, and all my treasure, have been stolen by a mere mortal, who has grievously wounded me. Fortunately, I can magically locate my horde, and if you would be so kind as to track it down, you can have said MacGuffin.")
Seriously, don't flat "no" players often, or they'll get discouraged.
Hmmm, other tips
5) Try and figure out what they like. Try and give it to them at least once a session. This can be combat, feeling like a badass, material advancement, forming deep connections, getting a good belly laugh, just putzing around and doing whatever, figure out what your players like to do, and let them do it.