Why Some Players Don't Make Good GMs

Why Some Players Don't Make Good GMs

Before I start, I’ll admit that the title is slightly misleading. Most people start off as players and transition into the GM role. Many can do quite well in the GM role, especially after an adjustment period. Some are god-awful and move back to being a player.

Why is this? There are several reasons. Whether you just want to be a player or try out being a GM, It’s worth looking at some of the reasons why. Maybe this could help some newbie GMs, or perhaps give those that tried and hated it a new outlook. Maybe not. Some people are built to be forever players. There’s nothing wrong with that.


Confidence, or lack of

Your first time out, it is crucial to GM a table you are comfortable with. If you’ve been with the same folks for a long time, your first try is much easier. They’ll understand that your test run at being a GM will most likely not be as good as a regular session with your forever GM. You’ll make mistakes no matter how well-prepared you are.

Have a discussion with them before your first session. Let them know your concerns. It’s ok to ask for help. You can’t expect to know everything. With any luck, your GM will be a player. Unless they are a complete jerk, they are an excellent resource. Use them if you get stuck. If they are a jerk, maybe that’s a sign your table isn’t as great as you thought.

Overwhelmed

There is a lot to keep track of as a GM. It's a skill set that not everyone has. I've found that control freaks make the best GMs (looking at you, Stephen. Love ya!). Organized people are also very good at being a GM. I border on being OCD, and while it has its advantage when I GM, it also can work against me. I crave order. Players do dumb crap. It can be very frustrating, but I've learned to relax. I also remember that as a player, I do many, many dumb things.

You can't expect to know what every single spell does. It can be hard enough to keep track of your character's actions, bonus actions, and reactions, let alone everyone in the party. When you don't know what a spell does, ask the player. They'll understand, and take great pleasure in letting you know, then happily tell you how they have obliterated your beloved monster. When you don't remember the Petrified condition, take a second to look it up…then gleefully tell the player they are screwed.

Overreaching.

Don't start off by trying to run the Curse of Strahd. Thinking you can take on such a massive endeavor is a mistake. It will overwhelm you at some point (see above) and become frustrating for you and the players. There's nothing wrong with shooting for the moon, but this isn't the time. Save that for when you're a player. I'm sure you'll devise some crazy idea to drive your GM crazy.

Start with a one-shot. There is any number of easy to run one session adventures out there. Wild Sheep Chase is one of the most popular. It's simple to run, and you're players will love it. There's not much to keep track of, and the adventure is entertaining. There is any number of these types of adventures out there. Do some research and find one that works for you.

No matter what you decide to run, keep the number of things you must keep track of to a minimum. The fewer NPCs, the better. Have a clear goal. Try to keep the party on track, but don't railroad them. My first session as a GM was a dungeon crawl. Keeping the players on task was easy enough since they had few options to wander off. Even if they did, it ended up in a dead end or was a shorter/longer route to the end goal.

I don't recommend trying out the homebrew adventure you created. I'm sure your newly minted adventure is incredible, but you're essentially beta-testing it. No matter how great it is, there are bound to be some things you never thought would occur. It will be hard enough to keep track of everything, let alone reworking part of your adventure on the fly. Doing so will slow the pace and may result in them never finishing it. Or even worse, a TPK.


No matter what you decide, it's essential to come prepared. Have an outline of whatever you choose to run. Create cheat sheets for your monsters. This way, you will remember all their beautiful and painful abilities. Don't worry about coming up with silly voices for every NPC. That will come later. Remember, you're not supposed to 'win.' You're focus is on the players having fun. Killing the entire party isn't fun for them. You should make them feel like heroes when they kill the BBEG or save the princess.

Most importantly, cut yourself some slack. No one is perfect. Just do your best. Relax, have fun, and I'm sure the players will too.

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