I'm A Big Kid Now: Stepping Out
You know what I realized I could do ALL BY MYSELF the other day?
I can make a character for 4e. How great is that? Well, I think it’s pretty wonderful. We were going to be starting our new campaign and besides a brief question to my husband, I did it.
Not to mention that when the class I chose didn’t end up working out, I was able to swap out one for the other.
Now, this is not my only advancement from complete newbie gamer either. For instance, the other day when I wrote the blog asking for new possible games to play, so that I could branch out, I was pleasantly surprised to find I could look over the books and garner most of the correct information.
Several of the proposed games/systems are ones that my husband owns and are on our bookshelves! yay! But the really great part was picking up Traveller and not having a difficult time understanding the components.
My whole world of gaming is opening up now that I really feel I have a foothold on the basics. It’s great because I don’t feel like I constantly need to be running to someone else to explain something to me anymore.
Now, I am even thinking of GMing a game for my husband. I am going to start out with just him because I know it will be a kind audience. In fact, he’s been asking me to run a Stargate one shot adventure for him so I think over this next weekend I might prepare just that.
Any suggestions on running a first game? I don’t want to start/end my GMing career on the same night







First games are a little tricky– whether it’s the first as a GM, or the just the first game in a campaign. You’ll be a little rocky, but with a supportive audience, you’ll probably muddle through OK.
When I first GMed, over-prepping helped me feel ready to go. One important thing: do you both know the Stargate rules well? Or do you know them better, so you’ll be teaching the system as well? [If you're teaching, the advice to my wife in this post and comments might be a good starting point for you. Below, I'm assuming you both know the system pretty well.
For a first game, you always have to provide more structure than later games, if only because the characters habits aren't as well know to either of you yet. I would make the mission a normal one [ie, don't play out his being recruited for the SG project, instead, play a typical mission and assume you'll flash back to the introduction after you all know the character better].
I’d make the mission relatively clear– a briefing that’s mostly correct, a scene or two that match expectations, then a “twist” scene where everything gets complicated. From there, be ready with the opposition in mind and react as they would. One way to sketch this out is to make a “timeline if the PC never showed up”– that tells you what the main NPCs want to do and you can probably figure out how they’ll react to the PC blundering into their plan.