GM Tips: Running a Game with Strangers

I've run a fair number of sessions at gaming cons, and more recently, using Roll20 with players I've never met before. Most players I meet are amazing, especially those new to a system or genre - it's a privilege GMing a One-Shot adventure to someone who has only played D&D. Here are some tips when GMing with people you don't know.

1. Don't just dive into the game. Chat with each player one-on-one for a few minutes to better understand why they joined the session and their expectations. Make a few notes beside each player's name (e.g., is looking forward to some combat or prioritized role-playing, etc.).

2. Give your game a rating similar to that used for movies (General, PG-13, Restricted) so that players know what to expect. You can also use movies as examples to set the tone. For example, if you told players your game is like "Pirates of the Caribbean", they know it will be action-oriented, light-hearted and maybe a little spooky. Alternatively, if you said the game was like another Depp film, The 9th Gate, they would know they are in for a completely different experience. Once you establish a rating, stick to it - you shouldn't tell people your game is PG and introduce an NPC that sounds like Al Swearingen from Deadwood. During conventions, it's generally advisable to keep games in the PG-13 range. 

3. Layout any ground rules ahead of time. For example, if you don't want profanity at the table, let people know. The more of a heads up you can give players, the less likely someone will be unpleasantly surprised.  

4. Seems obvious but be careful with topics some folks might find offensive. If you're not sure, ask your players ahead of time. For example, if you were running a pulp Indiana Jones-style adventure and are using Nazis as the villains - just run it by your players first. 

5. Identify players who don't know the rules and be proactive in helping them out. This saves them from always being the person who has to ask how something is done. For example, you could say, "Valerik, it's your turn to attack. Roll a D20 and add your attack bonus to the number. You need to roll higher than 13 to hit." Once they get the hang of it, then you can leave it up to them.

6. Keep the number of players to a maximum of four, maybe five. The more players, the longer the session will take, and the harder it will be to manage expectations. It also creates better immersion and cuts down on side conversations.

7. If you are still unsure about the subject matter, use the X-Card. You just put a card on the table with an X printed on it. If someone is uncomfortable with the content, they can tap or hold up the card. When the X-Card is used, move on to the next scene. If that's not possible, then take a break and have a quick chat with the player to see if there is a work-around.  

8. If you have one or more players who like to hog the limelight, it's up to you to manage them. I had a player once who always wanted to be the first to check the chest, go through the door, grab the loot. While it was tempting to just trap every chest and doorway, one way to manage this is to have everyone roll a d10. Whichever character rolls the highest, you say, "You are closest to the treasure chest. What would your character like to do?" You can also place checkmarks beside player's names to make sure you give each player their moment to shine. 

9. Use background hooks to create instant ties between characters. Some great examples are 1) Two characters are siblings 2) One character saved another in the past 3) They grew up in the same village 4) Served in the same war 4) One is a mentor of the other etc. While the players are still strangers, creating a preexisting relationship between characters can lead to smoother gameplay and less chance of friction. Word of advice, avoid pushing relationships like marriage on players.  

10. Take a page out of Netflix's rule book and adopt a "No Brilliant Jerks" policy.  If someone is having a great time at everyone else's expense, you need to have a discussion or remove them from the session. I understand it can be incredibly intimidating and awkward to remove someone from a game. If this is a one-time thing, do your best to manage it to the end or skip some encounters to wrap things up early. If you are looking to turn it into a longer-term thing, run a one-shot and only invite the player's back that have synergy with you and with each other.  

11. This one is obvious but was common in my more inexperienced days. A character trying to kill another character is rarely fun for the person who loses. Use NPCs to interfere or remind the group who the true villains are. At my first convention, I somehow ended up DMing to a table of 10 players (see tip #6). During the session, a squabble occurred over some treasure as half of the table had evil alignments (I completely skipped tip #1 and never even asked who their character were). As the party started to turn on itself, I had the villain (who happened to be a pit fiend) take advantage of the situation and surprise attack those involved. They quickly found themselves in a life-or-death battle and needed each other to survive. An easy solution is to just make no PVP a ground-rule (#3). 

If you have any other suggestions, leave them in the comments below.

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