Has anyone ever tried to GM and just completely fucked it up?

Has anyone ever tried to GM and just completely fucked it up?

I've killed groups with my GMing. It's usually because I really want to play a game or I want to GM to give the regular guy a break, but i'm just so shit at it.

Several times, for almost every reason you can think of.

I just kept trying and now I am moderately okay at it.

>Be me.
>Want to play a game super badly.
>Been part of groups trying to run it but they've always fizzled out.
>Decide fuck it, build it and they will come.
>Get a ton of people, they're excited, so am I.
>Have a suddenly super busy week at work, put off preparing.
>End up oversleeping with no time after errands and other stuff to prepare properly.
>Suddenly super nervous, drop spaghetti all over the place, forget what I had planned, forget the rules even.
>Ends up fizzling out during the first combat with people leaving.
>Not sure if people will even turn up next week because it was so shit.

I GMed so poorly it ruined a mairrage.

Sadly, before you ask for storytime, it's not as juicy a story as that sentence would lead you to believe. A girl who had been in our roleplaying group since high school got engaged, and her fiancé wanted to check out the game too to see if it was something he'd want to do.

The session he came over was also my first foray into GMing, both for the group and in general. It was a new campaign, and it seemed like the best time for a new player to jump in anyway when everything else was kind of fresh and new. Unfortunately, I was so sloppy and so unorganized during my session that the player's fiancé thought that she was lying about this being what she did every weekend - there was no way she was spending four hours every week with a bunch of "loser guys" (there was only one other girl in the group) playing something as banal as what I had showed him, and apparently he later decided that we had made up the D&D group altogether to hide the fact she had been cheating on him behind his back.

They called off the wedding because he wouldn't believe she wasn't fucking one of us on the side. My GMing literally ended someone's engagement. We went back to the old GM and stuck with her ever since, but even though the other player got over it to the extent where she makes light of it two years later I still feel like shit.

>apparently he later decided that we had made up the D&D group altogether to hide the fact she had been cheating on him
Seems more like you helped them dodge a bullet there.

That makes me feel a bit better.

...

She should have thanked you for showing her that her fiancé is a paranoid psycho

To be honest, this sounds like such a low level of trust that she is better off without him. Your GMing was bad, but in this case, its badness stopped a worseness that is a marriage with a paranoid, suspicious husband.

1/2 fuck up, but it paid off.


>VtM books are purchased
>Run a game for a couple buddies, lots of combat, lots of intrigue...decent times had
>Next game is 1 buddy of mine, his gf, and 3 other chicks his gf knew
>Try to run a good adventure, with some combat.....girls lose interest, don't focus, get bored
>Complaints start ...
>"this is sorta silly" , "I'm bored" etc
>I call a break, and we grab some food
>Friend tells me the game is fine, but his gf is bored with it, she wanted something darker
>I totally lost the interest of 3/4's of the group
>Go back in, and readjust a bit.......toss in a nightclub scene with sex and lots of gore
>Girls are paying total attention to every word
>Toss in some kink sex......some blood baths.....and some edgy bullshit
>session ends......2 girls stayed to 'practice and read up for next time'
>had my first 3 way
>mfw running a shit game, got me laid

Not yet, but give me a month for the game to start and I'll get back to you.

No, because my IQ isn't sub 80.

Dude don't beat yourself up if someone is that suspicion of the other person it will never work out. You ended up saving her from allot of trouble in the later on.

Intelligence doesn't really matter. Being able to deal with a group and keeping consistency is more important. I had a friend who went on to become a professor of medieval history completely crash and burn when he tried to run a game.

I want to believe.

I am DMing my first campaign. It's so shit. I can't properly gauge the power-level of the group so every encounter is either too easy or too hard. The story is cliche but I did that just because it's easier to follow. I'm trying to get into the swing of describing combat in a way that makes it more of a numbers game. "You take 6 damage" turns into "The orc brings his sword down on you, cleaving into your shoulder. A spurt of blood paints the wall beside you as you take 6 damage." but it just ends up being a stuttering mess. I am getting better, though. I designed my first actual dungeon that is more than a winding tunnel with rooms for battles.

>Veeky Forums taking the side of a woman in a failed relationship

I'm glad /pol/ hasn't completely infested Veeky Forums yet

Can you people go a single minute without screaming inchorently about an internet boogeyman?
Jesus Christ.

Back in the day, semi-hot goth wanna be chicks flocked to vtm.......

Not sure if that's still a thing. user wouldn't be the first guy to get pussy from a vtm game

can you please find your way back into the cave you crawled out of?

I'm about to run a game with a custom scifi setting in a system made only for generic fantasy, with friends and strangers mixed together, can't roleplay for shit or write dialogue, I suck at improvisation, and haven't worked out much about the setting before I dump them in. I also speak so infrequently that I'll run out of voice if we go over 3-4 hours.

They're going to have fun, fuck you.

You need to go back.

You know where.

You're the one who brought it up.

not if a /pol/ has infested it with his nasty /pol/ disease, because if /pol/ /pol/ /pol/ has come then I can't get any sle/pol/ep because /pol/ is constantly yelling about being /pol/ in completely unrelate/pol/d boards and or th/pol/reads /pol/ /pol/ /pol/ i just want to be left alone but those na/pol/zis keep ruining everything. what is that matter with /pol/ why can't they leave me /pol/ alone?

My first campaign was honestly very well written and the setting was thought out with a lot contingency and wiggle room for player decision. I tried to make each session and encounter tie into the larger overarching plot and played to the characters strengths while making them guard their weaknesses. This was helped by the fact that all of the players involved took the role-playing seriously and strategized things pretty well.
The issue was, I was so confident in my players that I didn't calculate that one of them would get bored with the whole RPG scene and turn into That One Guy and undo my campaign in a matter of sessions.
8 months campaigning almost every weekend, with roughly 6 more left of planned story until the ending arc, was brought down in a few sessions because this dude was bored and I wasn't prepared for it.

I ran WE BE GOBLINS and wiped the party,
you know, that free lv1 module meant to introduce players to the game

The party's three female PCs, all normally full-plated warriors, were attending a fancy ball in poofy gowns! They were surreptitiously charmed by a kitsune sorcerer boy in a dress. They and 13+ other charmed ladies were led to a private room full of suggestive paraphernalia, and were ordered to change out of their crinolined dresses and into sultry clothing, in preparation for a "performance." The kitsune's overwhelming Charisma pushed the order through. The session ended on such a cliffhanger!

... But that was not quite how the session truly panned out.

Yesterday, I had run my first session for a group (as opposed to GMing a one-on-one game) in two years. It was a catastrophe that I dearly hope to improve from.

I was far too accustomed to running for only a single player, which set me into poisonous habits for a group game. One-on-one games are very intimate. In such games, it is more acceptable to take your time between posts and describe things with exacting detail. Many times in the past, I had been praised for my ability to portray NPCs in a highly endearing and memorable fashion.

In this game, I was under time pressure. It would have to be a short session because of the circumstances of one of the players, and I was attempting to reach a certain plot point. This, and the fact that I was running for a group, behooved me to rush my descriptions.

Everything came out as plain, amateur-ish, and simply insufficient. A sign that I was not operating optimally: normally, I am very on-the-ball when it comes to describing NPCs blushing in embarrassing situations. In this session, I described an NPC blushing not a single time, no matter how embarrassing the situation.

Another issue is that in one-on-one games, every action by the player counts, and the GM is expected to address such actions. With four players, I was quickly overwhelmed by attempting to address every action of all players; it simply was not within my arsenal of GMing tools, so to speak.

This was also merely my second time running Pathfinder. A major point of mechanical contention was the manner in which I had implemented quasi-hidden rolls for things the PCs would not know of; my execution of such semi-hidden rolls was very poorly handled in such a way as to annoy the players, and it has pushed me towards a policy of always prompting rolls from the players no matter what.

I had also failed to properly set expectations, and had broken what expectations were present. This was what I had informed the players before the game: It should be noted that while this mini-campaign will include “ecchi” and suggestive elements, there will be no sexual activities initiated by the GM, and any sexual activities initiated by the players will be glossed over off-screen.

At one point in the game, three Cunning Caster'd, metamagic'd charm persons went towards the three female PCs. (This was the botched implementation of quasi-hidden rolls I had implemented earlier.) They all failed their Perception checks and Will saving throws; the dice rolled out in the open showed as much after the fact. The fourth PC, a male, tried to make Sense Motive checks to realize this but failed terribly. Thus, there was the very tricky situation of three-fourths of the party being charmed, and the remaining PC being unaware of such a thing.

I thought it would be entertaining to use the charm to implement a humorous bait-and-switch of, "You think this will lead to a sexual situation, but it is actually completely innocent." The kitsune boy was actually desperate to recruit people from the noble ball for a private play with a very specific costume detail, no matter how amateurish the press-ganged actresses might have been.

The three charmed characters' players seemingly understood what I was going for, and followed along. The one non-charmed character's player... did not, and protested this heavily. Simultaneously, they were a player who refused behind-the-scenes spoilers (understandable). Therefore, this fell completely flat, and everything turned awkward.

I was far too ambitious as a GM, especially during my first session GMing for a full group. I had mismanaged the session, miscarried certain mechanics, and failed to properly align expectations. My spontaneous idea of something humorous also made one player overwhelmingly uncomfortable, a major misstep that will be difficult to correct seeing how they are still (understandably) refusing to hear spoilers.

I played that once. I cut the top half of my ear off thinking it would net me a bonus to an intimidation roll. The DM just got mad at me.

>Ran a Changeling: the Lost game for my online group
>Do very little prep, feel like I'm constantly getting things wrong, have to pull every session out my ass and make it up as I go along
>Players love it
>Take a break, other people run, eventually decide to have another go
>Not gonna make the same mistake again
>Plan everything in EXACTING detail, get a solid overview of the major points of the story, then build a session around everything way in advance
>First session is garbage, the new PC's don't click easily and spend more time talking to my NPC's than each other. End up having to awkwardly force them onto the plot hook
>Everything after that feels forced and awkward
>Realise I've made things too inflexible, whenever the PC's try to do something I don't expect I'm lost
>Some players say they're enjoying it, others admit they aren't having fun
>Big set-pieces turn into complete anticlimaxes, important NPC's die due to weird dice rolls
>Eventually just shitcan the whole thing and let someone else run Shadowrun instead

And that was how I learned that accidental railroading is still railroading.

The game may be called Dungeons and Dragons but you're not actually supposed to include a dragon that beats the party to death with an entire dungeon until at least level 7.

Another misstep. One of the key plot points I was trying to establish for later on in the campaign involved one-on-one séances with deceased loved ones.

I thought it would be a good idea to demonstrate how it was "supposed" to work by having the psychic and an important NPC conduct such a one-on-one séance. Once it was halfway through, I realized that the players were expressing boredom over it; I then fast-forwarded through most of the séance, but it came across as lazy and disjointed.

Afterwards, I requested another one of the PCs to step forward for a one-on-one séance. Only then did it hit me: "Why was the first séance even necessary? Why did I not just skip straight ahead to this one directly involving a PC?"

Even then, the problem with this second séance was that the rest of the PCs were uninvolved and expressing boredom. One of the players suggested that I give the other PCs a different activity to occupy themselves with, but I brushed it off, as I was deeply unconfident in my ability to juggle between two major conversations simultaneously. The second séance dragged out for an uncomfortably long time, and it was all very awkward.

It would have been a good idea for me to pre-plan two different sets of activities to engage the entire group with, with enough notes that I could smoothly run two concurrent conversations. As well, I most definitely should have pre-written descriptions and NPC dialogue in order to expedite the session.

It was a poor sign that at numerous points, players were indicating both out-of-character and in-character that they were bored. This was most prevalent during situations wherein I was focusing the spotlight on a single character for overly long periods of time, because of my instincts as a one-on-one specialist GM.

The players had given noncommittal "It was fine/average" remarks when I had prompted them after the session, but such came across as being polite rather than genuine praise.

How might I improve?

Sorry you're not a great GM, but yeah dude, you saved her from a shitty marriage.

You are the paranoid fiancee who thinks Veeky Forums is cheating on you with /pol/.

Oh yes. I spent a while getting a group together, talking to people, organising a session, getting characters made, talking about the theme and style and tone and what players wanted out of it, got everyone super-hyped up...

...then I ran a crappy introductory piece that was pretty much 'You turn up to work and go here then bad guys show up!" Then forgot how combat worked, meaning in ten minutes, all that happened was one attack by a player, all the while dropping more spaghetti than an Italian bomber. I hadn't even been able to come up with the name of the place the characters were living in..

It actually feels really bad because I love the system and the genre of the game, and everyone was so excited and this was my first time playing it and I just fucked up completely. When you go for a second and then catch the players talking about that festival that promised tons and delievered shit, you know you fucked up. I ran the Dashcon of roleplaying games.

>being proud of having an IQ of 80

Oh yes
Several times
>create epic story for one player game
>he doesn't bite the hook and I botch it badly enough we agree to do the polite thing and never mention it again.
>running a ptolus campaign
>blow up ptolus to get the players outside of the city and exploring the rest of the world
>turns out one player really loved the city
>doing modern game, tried making modern versions of the Dnd classes with what I thought were good synergies.
>players can't grasp they aren't one for one copies of existing classes. Also introduce phyrexians which just ass fuck the campaign I had going.

Tried to have an intruige game with a bunch of stoners.

HOOOOLLLIIIIEEEEE SHEEEEIIIIIIIT was that a bad idea. People on weed are fucking idiots.

The girl who had never done D&D or weed was a complete fucking mess.

The others might have just giggled at her perpetual state of confusion for things like "where are we?", and "Did I just say something to you? No seriously, I can't remember", but I was having a really really shitty time.
As far as personal mistakes, one time years ago I thought it was going to be interesting to place them in a No Leads investigation scenario. Their contact hauled them into a city with a snake cult and then the cult killed him. They were supposed to... you know... look around, spy, invesetigate, chat with people. They had no clue what to do or how to go about it. In retrospect, I threw them off a cliff. It wasn't a good idea. I should have at least warned them.

I thought if I gm'd something I'd enjoy, the players would enjoy it too. I thought everyone goofed off because of a lack of focus in game. Not enough drive or something.

Today, I realized nobody in my group ever wanted to take the games seriously in the first place. I've been making serious PCs for myself for 6 years hoping that THIS would be the game I could roleplay properly. 6 years, I've just dealt with chaotic stupid instead of acting my part and stopping them cause I didn't want to be That Guy and fuck up the party. For the past half a year, I've been working on a world and a grand campaign for my group, hoping that I could pull off the game I've wanted to play for 6 years.

I guess the silver lining is that I realized this before attempting to GM and making myself out to be more of a dense asshole than I had been acting for the past six years.

I need a drink or 10

>someday my players are going to find out my approach to gming fights is just completely fucking bullshit the monster's rolls and stats until it goes long/involved enough to seem like a decently fun fight

my screen is a screen of lies

real talk: for all that it absolutely deserves the reputation and warnings you'll get from here, check out roll20. i was much like you, a roleplayer surrounded by rollplayers in all the rl groups i could find, and after wading through some chaff on there and keeping tabs on the good players i found i've settled into a really fun group that gives me all the in-depth roleplay-worked-into-gameplay my picky little heart needs.

don't underestimate the internet. wade through enough shit and you'll find some gold.

Don't despair. You'll find that the common glue that holds a game group together isn't skillz, it's the fact they love the game and don't mind hanging out with you.

If you at least showed some sincerity and didn't disrespect them, you'll likely have a few that will show up again.

Yup. I wasted about two months of prep and only got 3 sessions into the game.

First mistake was running my hipster dream-system for my first attempt GMing. I should have just run D&D for a while since we're all more familiar with it, and my favorite system had some things I expected they wouldn't like, such as a chance for lasting injuries on KO.

Second mistake: Not being more willing to clamp down on the foreverGM. I had expected him to be the most reasonable player, but he wound up doing most of the That Guy shit because he wasn't used to playing. He basically ragequit each session whenever something went wrong (getting oneshot at level 1, failing a haggle roll, getting poor reaction rolls from important NPCs because his PC is the least sociable). Dude was practically my best friend and the heart of the friend-group; I couldn't bring myself to boot him out. Also I didn't have the energy to coach him like I really ought to have done.

Third mistake: Getting caught up in shit that doesn't matter. I was really anal about charging them for each inn stay night and meal they ate. What I really ought to have done is just charged them a flat daily lifestyle rate like in 5e. All I did was make them feel poor (kind of intentional to make them want to get money) and get frustrated with how poor they were.

Fourth mistake: Played up the deadliness of combat and the idea that combat is not essential without putting a clear way to sneak past the first monsters. I had expected them to just mosey up to the dungeon's kobold guards at the entrance, for which I prepared said guards to just let them pass, assuming the players were bandits. Instead they just sent a familiar to spy on the kobolds (which gave very limited information), then the ForeverGM convinced the party to run away back to town literally before the PCs ever saw the dungeon's entrance. After that session the ForeverGM ragequit again, demoralizing everyone further and ending the game.

It's called context you dumbass. We have all that we need.
Nice.

Every GM, at least once. Hopefully early on due to inexperience bit a few through ego.

Actually that describes most fuck ups...

Not yet but I dread thinking about the day where it happens. Sure there have been some times where the game stagnates a bit but I pick-up on it and usually manage to retool things on the fly into something the players prefer. Still I am haunted by the possibility that one day whether it be due to choosing a system too obtuse, poor preparation, or simply being sleep deprived the players will look upon me with disappointment.

On a related note I really need to start planning out my maps for combat, towns, and countries. It doesn't look good when the players want to go somewhere and you can't tell them which direction their destination is. A lot of my worlds are in a state of quantum flux till the players ask about a detail and I need to give a solid answer. Once that answer is given the detail is canon.

That's exactly why I'm on Veeky Forums

On the off chance you're not baiting:

Is this online? If so, stop writing like that. It takes a lot of time and is boring as hell. Fine for speech, terrible for descriptions.

You're right in that one-on-ones ruined you. Stop planning single activities unless all the PCs suggest it first. Why could you not have had a group seance? Throw little bits of their backstory at each of them, draw them in.

Stop planning for massive, intriguing conversations. Work out the character of your NPCs, and how to portray that in a few short sentences of speech. Accents and changing the style of speech work wonders. Massive in-depth conversations are fine IF THE PCS INSTIGATE THEM.

Basically, stop ruining the flow of the game by jerking off to your amazing writing and characters. It's not as good as you think, and the PCs don't care about listening to an audiobook.

>Is this online? If so, stop writing like that.
This is my normal typing style.

>Why could you not have had a group seance?
Given that the characters had mostly unconnected backstories, I thought it would have come across as extremely weird for a single séance to conjure vastly disparate and unconnected spirits.

>Stop planning for massive, intriguing conversations. Work out the character of your NPCs, and how to portray that in a few short sentences of speech.
My players in one-on-one games give me plenty of flak for my GMing flaws even in those games. They do tend to praise me on my NPCs and the conversations the players have with said NPCs, be they long or short. I will make no illusions of one thing though: I recruit only incorrigible weeaboos for players, and I seem to have a knack for portraying anime stereotypes despite viewing very little anime myself, which seems to hit all of the players' metaphorical buttons in a positive manner.

The problem is that it takes time and mental effort to strike up such conversations; I can commit these given the long stretches I have to myself in one-on-one games, but it is far less feasible in a much higher-pressure group environment.

Honestly it probably wasn't your GMing, if that makes you feel better.

He wasn't there because he had to see what she was up to on the weekends. They'd probably been fighting about it for a bit, and he didn't believe she was just hanging out with friends. This implies that no matter what you guys were doing, he was going to be watching through such a lenses of paranoia that you could have just been at a bar, out to eat, or even just watching some movie and ordering a pizza and he would have thought she was covering up an affair.

So yeah, even if your GMing was bad that relationship was doomed to fail.

Lmao amazing how defensive people who browse /pol/ get when someone calls out their shitty board.

Their relationship was built on mistrust anyway. Either he was paranoid, or she had proven herself not worth trusting to the point that he felt the need to follow her around on the weekend. It would have failed anyway.

Also if my SO spent every weekend away I would legit think she wanted nothing to do with me either.

Yeah. First time I ever tried it, first experience with the setting, I screwed it up completely. Only knew half the rules, and railroaded my players. I think the major problem was that we were expecting very diffferent tones: I wanted to play something serious, they mostly wanted to goof around while following the plot. I think that this, combined with my semi-sperg during the first session of a different campaing where I was a player which fizzled out after the second session, is why I don't get invited to play D&D anymore.

You, you're thinking like a goblin.

You're online, use fucking voice. It'll be faster and flow better so that there's not as much dead time while people wait for you to masturbate to your prose.

Amazing how such a shitty board triggers people so easily.

>disconnected backstories WAAAAAHHHH

Nigga, do you even DM? Throwing knowledge of each of their past at them and then at a shared future and joines destiny is Plot Hook 101.

Also, you're too invested in your NPCs. Stop it. Your PCs will decide who they like anyway. They are props, just like the dungeons.

>but but but my other players likes them

And these ones don't, because it's a group, not you and a single player stroking each other off. I am telling you why. Suck it up.

You asked for advice, I gave it. Write plainly or use voice. Stop making them play your novels. Let the game flow. If you don't like it, then go and run shitty games your players hate.

It's Collette, don't try user. You can tell due to the massive verbose and the fact he's only posting touhou

You saved her, buddy. You are a fucking hero.

>Nigga, do you even DM? Throwing knowledge of each of their past at them and then at a shared future and joines destiny is Plot Hook 101.
It is a tool that I have not used very much at all, particularly because I seldom use prophecy-related plot hooks. Could you please expound?

>Also, you're too invested in your NPCs. Stop it. Your PCs will decide who they like anyway.
>And these ones don't, because it's a group, not you and a single player stroking each other off.
Two of the players actually said they liked the NPCs in rough concept (as opposed to execution) and thought it was disappointing that I was rushing through the game and amateurishly giving said NPCs little detail.

Therefore, I need a better method to convey a good amount of detail in a short time span.

Voice simply is not an option, and every player of the group strongly prefers text regardless.

As everyone said, you helped her avoid marrying a paranoid psycho.

>had my first 3 way

>being this thirsty
You're on the internet, just watch some porn.

>expound

So, say a spirit is summoned for each of your players. After a few seconds of them talking, they all swirl together and form a giant, hooded figure. The room goes cold, each player feels the weight of destiny fall on their shoulders.

>The fate of the world rests on your shoulders. You alone will stand between the innocent hordes and the mouths of hell. Your actions will resonate through the ages. All this may be averted by the simple act of saving the Hopeful Child. Beware the Hand.

It dissolves into a smouldering cloud. The seance is over.

As soon as they leave, you throw a group of five warriors at them, each with a bloody handprint on their chests. After they defeat the group, they find a map of the city with a big red cross on a house, and a hand-drawn picture of a child.

Boom. Instant plot hook. Adjust for your group/campaign style.

I will admit that I do not have much experience, if any, with prophecy-oriented plot hooks.

What benefits do they offer to a GM employing them?

A problem with this particular implementation is that, as I lay out in my more elaborate breakdown here , the séances were 100% fake.

If they're real, you keep them vague and whatever bullshit you plot you come up with you can shoehorn a relevant moment in. Makes players think you've "ALL ACCORDING TO KEIKAKU"'d them.

If they're fake, even better. Manipulation, lies, sullduggery, betrayal, acting as the unwitting tools to commit an act they must seek to undo... literally endless possibilities.

The benefits? They are pure plot. They are a stimulus for ANYTHING to happen. Drama, intrigue, everything. Just make shit happen.

Lmaoing with you user - they're not just shit (this *is* Veeky Forums after all), they're incredibly sensitive shit.

Holy shit, reddit.

>Lmaoing with you

The best way to handle the power-level of fights is to make things easier or harder depending on how they're doing. If they're all dying horribly, then make the monster die when it still has 60 HP left. If they're completely crushing the monster, then suddenly have him call out for allies.

/pol/ is their safe space after all.

Anyone else get a sudden craving for pancakes.

I guess you were trying to summon /pol/ by naming them - but neither their vocation nor their paranoia is to blame for your self-fulfilling prophecy coming true. You named them and so others responded, some of them not even /pol/.

If you have a problem with 'them' leaking out of their 'containment board', maybe you ought to stop trying to puncture holes in the hazmat outline, huh mongoloid?

It was obvious from the context the lady was the good guy in this scenario. It was a funny story and then you came in here and you tried to ruin it. Please put a loaded firearm's barrel at the roof of your mouth and don't stop pulling the trigger until you stop bothering us.

>I was so sloppy and so unorganized during my session that the player's fiancé thought that she was lying about this being what she did every weekend - there was no way she was spending four hours every week with a bunch of "loser guys"

Serves him right. There was no other man, but he still got himself cucked

I've had three times in my life, when I actually considered dropping a campaign completely. It was due to burnout, inter-player drama or seeming dissatisfaction from players.

All three times I didn't and the next sessions after those thoughts were some of the best sessions I DMed, if not THE best.

This user honestly has it right. Disregard whatever your one on one games have taught you. It's completely different. It's like assuming you'll be good at MtG because you can play Catan. They're literally entirely different games at this point.

When I first started DMing 4e there were a few incidents that made my players IRL hate me for at least a month, I suspect some still do four years later.

>think a labyrinth would be a fun puzzle
>two hours of "left, left, right, left, right, right"

>try to improvise the main villain's stats and powers despite no experience
>villain spends every turn spamming invisibility and teleporting

>forcibly render the whole party unconscious to induce a "haha I'm the villain and I've captured you but I'm going to let you go if you promise not to come back haha" scenario

I played WBG once and got TPK'd in a giant explosion, but we all knew it was a one-shot so it was kinda intentional.

If they haven't realised, then you've found the secret to perfect encounters.

This.

He was a cuckold of the mind.

Truly, the worst kind of cuckold to be.

> be me
> game goes smoothly for months
> ambush scenario that would have resulted in a random character death outside the player's control
> veto myself for being stupid
> player goes on for weeks about it ruining his play experience

I have never ate such shit from my own team for making a mistake.

I did try an online VtM way back when as GM. Bad idea, I guess; people just ended up cybering with each other. Unfortunately, because of the board mechanics, I was party to every message sent back and forth, so I knew when people were ignoring the game in order to get their rocks off. They got SO PISSED when I told them to cut it out, too, and/or take it somewhere else.

I also got tired of roleplaying as people's personal NPCs in their private boards rather than them roleplaying with each other and moving the game along.

I also had way too many players (it was about 8-10).

I ended up abandoning it and moving onto something less stressful, but at least I had a good idea of what online GMs go through.

>user bitches about /pol/ when there is no /pol/ to be seen
>gets called out for summoning /pol/
>lol /pol/
We have gone through this countless times, and we shall go through it countless more.

Like pottery.

Like a brilliant philisopher said.
>Trust but verify

>Someone was talking shit about /pol/ on another board?
>Quickly, send emissaries from the /pol/ defence force!

>fucked it up
well i did have sex with all of them at some point,.. The benefit of being a bi slut i guess

> /pol/ defence force

I think you meant... Inter/pol/

inter/pol/
/pol/ice
/pol/tergeist
/pol/lack
mega/pol/ lawforce from Xcom Apocalypse

I don't think imageboard culture is for you. Maybe leddit is more your speed.

Ironically /pol/ has brought in the biggest ever wave of reddit shitposters from the trump threads.

>Be me at 16
>Be new GM
>Twenty minutes into the game it becomes obvious two players have an out of game fight going on.
>Be stupid as fuck
>Incorporate fight into the game
>10 minutes later players are fist fighting.
>Players break shit in my house.
>Game ends, everyone pissed, group effectively TPK.

First game I ever ran was an absolute clusterfuck
the next few weren't much better either

i agree those /pol/ster/pol/s need to stop constantly /pol/ /pol/ bringing up their /pol//pol//pol//pol//pol//pol//pol//pol//pol//pol/ shitty bo/pol/ard in Veeky Forums. Veeky Forums is for /pol/ the discuss/pol//pol/ion of tabletop gaming, and when those /pol//pol//pol/st/pol//pol/ers keeping bringing it up in unrelated threads i get really /pol/ mad. Why don't the mods ever /pol/ do anything about /pol/?

I fuck up every game I run, every session. I'm convinced my group hates my game and just keep showing up because they're too busy enjoying each other's company to realize how shit the game is. The only other decent gm there seems to barely tolerate being there, so I feel like that confirms it.

Basically the setting is stupid, I can't run combat for shit, I lose track of things I've said 5 minutes ago, my maps look like autistic scribbles, I don't know how to prep effectively, and I'm always worried that giving the characters or setting will come off as wankery so as a result everything is bland. On top of that I can't do voices.

last time I ran it three new people showed up. They heard it had been running for two years and they wanted to check it out. The group basically looted an empty hospital because I balanced the enemies so poorly and straight up forgot encounters. I'm pretty sure I never even used the systems initiative equivalent. God it was a mess, I actually apologized to them about it.

I just really like the whole little thing I made, and I just really want to share it with people. But I fuck it up

/pol/linators
/pol/lsters
extra/pol/ators

Cheer up, she'll be right. If worst comes to worse, you can always try again.

Thanks mate. This is actually the third campaign I've run. I honestly feel I get a bit worse at it as I go, y'know?

Yes, it's called your "first time".

Losing GM virginity is pretty similar to the real thing, only much less enjoyable and takes waaaaaaaaaaaaaaaaaaaaaaay longer.