Is it just me how finds Johnny's videos super calming just finished a very stressful day at work and everything seems better after listening to him. Bit weird maybe but I appreciate it
Thank you so much for pointing out how some things can turn potential players off in D&D. When Critical Role started its second campaign, there was a scene in which Travis's character pretended to be a forgetful old man who was slapped around by Matt's guards when he said he didn't know where he was. I didn't think it would, but that immediately started to make me cry, because my dad had recently died due to dementia and we had dealt with many occasions in which my dad had wandered off and had been found by local law enforcement. He hadn't been treated unkindly by the local authorities, but just the idea that he could have (because of how Travis's disguised self was treated) stuck with me for so long that I'm typing all this out now in December of 2019.
I have a friend who has a severe phobia of zombies. When running games all the zombies get swapped with skeletons and it's fine. The scenario I wrote that was supposed to have a mix of the two worked just as well.
As a D&D player who is just starting to take up DM-ing, this video was so insightful! Thanks so much for this content, really appreciate it!! (Also congratulations on the website launch!!)
Really glad to see safety tools being talked about in a video about tone in RPGs. Because nothing kills the tone faster than having uncomfortable players. Also: Your players might not want to come back if they constantly feel uncomfortable while playing.
I'm going to be DMing for the first time tomorrow night and a great deal of that is thanks to you and your Oxventurers, I just wanted to thank you and to tell you how much your advice and videos have helped me, Thank you Johnny
There's a great game called Stewpot (which is about adventurers adjusting to life as townsfolk running a tavern), which actually has a built in mechanic for smoke breaks. After every segment of that game, players are asked if they want a five minute break to stretch their legs and take a break (or asking if they want to stop for the day). I think periodically asking for that in games like dnd would be great, if troubling stuff comes up or if they're starting to get tired out from playing too long.
As far as getting tired goes, my group usually just gets hungry at the same time. Rustling up some food, bathroom breaks, et cetera usually provides enough time to get your second wind.
Depending on how long you play, you could set an alarm at regular intervals to remind everyone of the time and check in with them. I do it once every hour that we play so that we can go to the bathroom, have a quick breather and decide on when to order food. Those are also a great time to check if your players have adventure drop. After everything is taken care of, you can either continue with more energy or call it quits for the day. I usually run pretty long sessions because we only play once a month for a whole weekend where my players sleep over at my house anyway. We often run up to 10 hours with a break for dinner in between so this method helps me keep track of how my players are feeling when we're too far gone in the fantasy :)
This is very good advice that I don't generally see a lot, and certainly something I wish I'd seen back when I first DM's for my friend group a few years ago. To cut a long story short, the tone I was going for was a story that seemed serious but farcical elements slowly crept up on the players. In our first story, the players had to figure out how a notable warlord was sneaking is armies into the centre of enemy terrorities, which was suspected to be using a monster under its thrall. The plan was that I'd planted various clues that pointed towards said Warlord secretly being a were-rabbit in disguise, digging big warrens underneath and between cities, but I didn't establish this as quickly as I should have, because the players quickly resorted to torturing a few henchmen for 'comedy'...and then one player kept on going and going and describing how she cut off the genitals of the still-conscious minion before gutting him. This player didn't absorb context clues and in subsequent games she quickly lost interest whenever I indicted that I didn't want her to be excessively violent to the point of clashing with the story, and accused me of limiting her roleplaying. I'm planning another game with a new group and I've made sure to establish that graphic and clearly sexual violence is something I don't want to be included, and have encouraged the others to speak up before starting for any similar concerns.
Reminds me of one of my horror stories. This was a forum RP where instead of original characters we'd use comic book characters. While this gives some limitations, you choose which character from the list, so you're not getting stuck with a character you don't like. Well... we had one guy who would "in-character" mock people for their choices. One of those RP sessions ended early when several people quit.
I've read a bunch of advice on having a Session Zero. To discuss this stuff.... But not really advice on how to go about the conversation. This is excellent
I tend to have 2 Session Zeros. One before character creation and one afterwards. I had one player tell me confidentially that the lost and presumed-dead father she wrote into the backstory can never ever show up in the adventure because it would deeply trouble her. I had to promise her that he's not alive and will absolutely never come back from the grave because of her own family trauma. In a different game one player asked me not to bring the party to their character's old home even though it was destroyed and there's more than likely still treasure to be found there. It's important for me to honour their wishes and never make them so uncomfortable that they don't want to continue playing with me. Thanks for bringing that up because some DMs forget that.
Been DM’ing for a little bit and am about to embark on my first home brew Call of Cthulhu in January. So thanks a bunch for this video. Also, the music on this video is chill af.
I found descriptive storytelling to be beneficial. I had a hard time DMing at first where i would provide a brief description of the room and then some important items such as a sconce that opens a door which led to meta gaming so i wouldnt describe a whole lot which left players frustrated. An easy way to remedy that was to add more description. I was worried it would be too mundane but all players in the two groups i run love it. I describe the room, a few important details (mixed in with the small details) and then small things like mold in a corner. By adding these and giving minor notes like "you feel a chill up your spine" helps set the tone, especially with music to help.
This was helpful as I'm just getting my feet wet with DMing a party of 5. And thank you very much for including the bit about certain themes being off-limits. A friend of mine who is a great horror writer will be joining the party soon and, well, some themes included in his original backstory are hard limits for me. Luckily he's totally been eager to work with me to replace those themes. Thank you, Johnny!
When my group changes games/genres, I like to have the hard limits discussion again, even though I've been playing with this group for almost two years, because different genres could have different limits (for instance, my group will allow things in a horror game that would be off-limits in a comedy). Having a player who's willing to change things in their backstory to respect people's limits is always helpful, and that discussion can lead to some great story ideas (I love springing a surprise backstory callback on my players).
@@charlesmoss1985 Surprise backstory involvement is one of my favorites, too! Hence why we definitely had to work with my friend's character. DM can't run the game very well if she's hyperventilating in the corner lol. Having that discussion again when changing genres is a good tip, too. Like you said, some stuff that doesn't fly in a comedy, might just be the missing piece in a horror game.
The Group I play with is titled heavily towards the comedic side, but there have been a few moments where our characters have gotten into trouble & even near death, where all the comedy goes & it is replaced by tension & fear for there lives. There is no wrong way to play an RPG, but there may be just the wrong group for what you want out of the experience.
Thanks for this Johnny. It reminded me to check in with my players and make sure they were still ok with how the game was handling. I’d love to know more about how to give the NPCs more individuality without strong voice acting skills.
Mannerisms. How do they talk. You don't have to do a funny voice to speak softly & quietly like a shy little girl or pompously like a famous wizard. Giving your NPC a bit of a backstory or a goal in your head can really help. Doesn't have to be detailed there are plenty of charts out there you can roll on to come up with 3 traits, then just talk as if you yourself where feeling those things. Also I've found as DM changing my body language really helps me get into the head space of the character. Anyway this is a great idea for a video and I would love to see what other people do & get more ideas too.
As someone who has only ever ran homebrew games I've struggled with setting the tone in a completely fresh world where people are learning how the world works as well as beta testing the systems etc as well. This series is giving me a lot of extremely useful advice for how to make sure the game is fun for all but that it's not a slave to it's quirks
In terms of upsetting content, I put my players in a dream sequence where the evil guy visits the players and they're locked into place, unable to do anything while he talks. One of my players said he was getting real bad sleep paralysis vibes, something he's suffered with for years now, so I paused the game and spoke to him in a private voice channel so the other players wouldnt hear, and we agreed to continue the dream, but I made sure that the only person there was the bad guy talking to them all at once, and it was over quickly. I completely forgot the effect my "simple" part of storytelling could have on him, but he told me and we adapted, as any good DM should be willing to do for you guys
I really like the concept of pause cards, I’ve been in a lot of campaigns where I could’ve used something like that, if nothing else it opens up room for players to say that they’re uncomfortable without judgement
Excellent advice. And on the subject of figuring out what content belongs in your game, I highly recommend checking out Consent in Gaming by Sean K Reynolds and Shanna Germain. The PDF is available free online, and it's a pretty quick read.
Excellent video, Johnny, I'm running my first campaign this Christmas and I've been wondering about tone-setting for the last two weeks. Perfect timing!
this advice is equally, if not MORE, important for any & everyone in a live action roleplay (LARP) and to do MULTIPLE times: before beginning, again before each game, and, ideally, a bit AFTER each session (to both help others know the events their own characters were not party to & to "cool down" after and reflect on what went well & what was discouraging). this applies regardless of whether your LARP is a longterm campaign, taking place over a weekend, or a one-off game. tone is ESSENTIAL to ensure player and GM comfort, enthusiasm, and enjoyment: it is very, very easy for a LARP campaign to settle into a toxic environment, be it due to overrworked GMs whose players brush off the intended & presented tone of each game (combat is a glaring example of players going Off The Rails); or within the playerbase as factions (in-game and otherwise) develop. inter-player tonal dissonance is NOT fun and, at worst, is detrimental to personal safety and wellbeing. with long-term campaign games, newcomers especially are vulnerable to intentional or accidental "gatekeeping" that prevents them from establishing themselves and their character into a setting. GMs should be mindful of this and allow ample opportunities for new players to form connections with existing players, perhaps even having a "mentoring/wingman" system in-place to help newcomers feel welcome to the story and within the community. //this goes doubly if there is any signs of "clique" behaviour that is excluding or outright harassing others: cliques WILL develop in any community that has existed for a long time but it is exactly because of that experience & unity that such cliques assume a responsibility to welcome and ease new GMs and players into the community, in-character and out.
This is a great video! So important but something I've never seen happen in any of the RPG's I've played. I've seen a lot of groups fall apart just because people lose interest in the story (or their character's place in it) and not have the resources to talk about it first, and I think tone is a big part of it. I'm definitely going to start initiating this conversation, even when I'm not DM.
The Oxventure has taught me so much more about dungeons and dragons than both of my past dms; prior to your vids on the subject, I didn’t even know what initiative meant, I just rolled what dice the dm told me to, when he told me to. Thank you so much for taking the time to explain dnd and teach others how to properly run the game in an enjoyable way! :)
I'd love a video on writing a campaign, be it one-shot or multiple episodes. I'm new to table top RPGs so getting a few starter tips on that to DM would be awesome! Thanks for this vid!!
A good video but I would have included a section on “Lines and Veils” rather than just hinting at them. A really simple and clear way of structuring the conversation.
This is more of the content i was hoping for, with this channel. I subbed as soon as I found out this channel existed. Please do more reviews and tips for playing.
Great video, just started dming a 5e game with an all new group a couple weeks ago and this is all great insight. I would be really interested in a guide to how to curate music for each session, as it seems like a monumental task
You might want to mention the Same Page tool, it is a popular way to prepare for Session 0 (and beyond). Also, might reference Session 0 as a term, since it is fairly common and players and GMs might run into it elsewhere.
Great video. Never thought of it, but now that I've seen this, establishing the tone even before character creation is so obsiously important. (mandatory oxventure reference: can't help thinking of poor Merilwen and Egbert between Dob and ... that pirate)
Thanks, Dicebreaker! I can use all the help I can get in this area. And the upshot is, as in any relationship, open communication is key. But then how do you retain mystique or surprise?
One thing I've found helpful in maintaining surprise for my players is a good discussion about character backstory. It takes some of the world building off your hands and makes the players feel like they're part of the world, not just interacting with it. Where it helps with surprise is in calling back to it. Say one character's father was lost at sea 20 years ago. The player might have just said that to justify their character's fear of boats, but if that father shows up leading a crew of pirates, you've got a big character moment, a surprise, and some history the players will want to uncover all rolled up into one.
Very informative and helpful vid for starting a paper rpg - wish I'd had the pause/x mechanic a few years back when one party member decided they wanted to rape an npc they just saved - awkward for everyone at the table, awkward for the male dm who had to roleplay a scared female npc, awkward for me as the only chick in the group - took a 5min pizza break in the next room - now all my characters have a cyanide tooth just in case any party members "go rogue" like that - the pause/x is a great idea ❤
Great advice, hearing it makes me so grateful for the group I play with; resilient individuals, all former competitive sports fighters, martial artists, and, a medic, who've been playing since the 90's. There is no subject that is taboo or off limits, but there is an underlying knowledge that if anyone of us "takes it too far", getting pummeled is not out of the question, so civility prevails. It's remarkable how real world consequences for bullying, hostility, and rudeness tend to stop most of that from ever occurring. It makes me believe that is duelling or consensual combat were allowed in the " real world" civility would make a major comeback.
Dear johnny, would it be at all possible for you to once in a while bring in the oxventures when it comes to d&d specific video? Love the channel by the way. I've been here since the 2nd video on dicebreaker.
I have a question. What if I want to run a system (looking at you, Call of Cthulhu), but I know for certain that none of my players are going to enjoy the tone that goes along with it. Do I a) just run it anyway, regardless of what they like, b) run it, but alter it so that it's more like what they want, even if I don't enjoy it as much, or c) just hold off until I find a group that will enjoy it?
If you know people aren’t going to like a game then there really isn’t any point in involving them. Not every game is for everyone. That said it really doesn’t hurt to ask people directly how they feel, which you have to do anyway when you ask them to play the game in the first place. They might say no, but you can then know if it’s time to pick a different game or organize a different group of players for the game you really want to run. But organizing the wrong game for the wrong group is a one way ticket to nobody having fun.
My group isn't too keen on CoC, but i run a modern campaign on CoC Subsystem called Delta Green. Look it up think X-Files meets CSI with some action thrown in. My players lap it up, and cant play enough of it. Took the players about a year to realise they were playing CoC.
@@rufusglyn8568 I didn't mean that the system itself was a problem, I meant the atmosphere. My players enjoy a lighthearted, action-heavy game, but unsurprisingly, CoC is aimed at rather a different aesthetic.
Notes from a NG Human Idiot; As a GM for nigh on 31 years, i can agree 100% with what Johnny has said. If you run Call of Cthulhu as a Slapstick Comedy, the setting itself losses much of what makes it great. It's the difference between Sesame Street and Blue Bloods. Both are set in New York, both talk about some of the same issues but have Wildly different tones. May your pantheon ever favor you Baron Trevelyan Of Restenford
I know someone who was running a game and told a player that he had to change something about the character because he wouldn't do anything that would go towards hate crimes in his game.
Gonna have to try these tips with my group. A couple of the guys do try to follow along with a level headed attitude and taking it kind of seriously, but one of them is literally just an agent of chaos and does stuff just to throw everything off and it's getting annoying.
Great video - thanks, Johnny! For GMs who might want some more advice on using the "pause card" concept for uncomfortable topics, John Stavropoulos' X-Card (docs.google.com/document/d/1SB0jsx34bWHZWbnNIVVuMjhDkrdFGo1_hSC2BWPlI3A/edit) includes a great, detailed description of how (and why) to present the idea to your players.
Really good video with good suggestions, always a pleasure to watch videos from your channel. Would love to see more exploratory videos though, like this one from the beginnings of the channel about less-known RPGs: ua-cam.com/video/_cfJYUpD5bY/v-deo.html Also, something completely unrelated to the topic being discussed: that shirt looks really nice, where did you get it?
I want that shirt. I want that shirt. I want that shirt. I want that shirt. I want that shirt. I want that shirt. I want that shirt. I want that shirt. I want that shirt. I want that shirt. I want that shirt. I want that shirt.
I was about to downvote this video when you brought up Xcards in a non-negitive manner, but you converted this confusing and negitive concept into something useful by requiring that the 'issue' is discussed so that the GM can remove/change the triggering issue, or of the player is being unreasonable, they can remove themselves from the game. Great work. Also good was stressing the importance of session zero.
The force card thing is one of the reasons why I dont like playing with strangers. I would never want to play with someone who is so sensitive that they couldn’t handle the story. On the other hand I dont think my games were ever that harsh in the first place so it’s not like it’s bad advice.
It's kind of rude to assume that someone wouldn't want to use safety tools because they're "so sensitive". like the video says, everyone is different with different tolerances for things, maybe some personal stuff has come up that they would rather not have to deal with when trying to have a fun time with friends. Forcing people to go through stuff that makes them super uncomfortable because you really like your idea is a bad relationship to have with others. Tabletop games are a conversation, and like any conversation, a friend were to say "can we not talk about xyz today?" That's totally ok!
Eamonn Tee rude or not someone who can’t handle a bit of light drama in fantasy is no friend of mine. Although again I wouldn’t put something too traumatic in my game anyways.
My players are never upsetted by my content EVEN if I use quite intense materials. It is FICTION. I currently run a game of WarHammer 4th edition... and this game isn`t a safe place. DM Tips : Your players aren`t happy... fine, let them be DM next time.
Is it just me how finds Johnny's videos super calming just finished a very stressful day at work and everything seems better after listening to him. Bit weird maybe but I appreciate it
No, you're absolutely right. He could put me to sleep (not in a boring way).
Its his voice for me. An even, expressive and clear tone.
I was just noticing this very thing at the end of a period of stress.
Totally agree, very soothing. And with loads of super helpful stuff.
Thank you so much for pointing out how some things can turn potential players off in D&D. When Critical Role started its second campaign, there was a scene in which Travis's character pretended to be a forgetful old man who was slapped around by Matt's guards when he said he didn't know where he was. I didn't think it would, but that immediately started to make me cry, because my dad had recently died due to dementia and we had dealt with many occasions in which my dad had wandered off and had been found by local law enforcement. He hadn't been treated unkindly by the local authorities, but just the idea that he could have (because of how Travis's disguised self was treated) stuck with me for so long that I'm typing all this out now in December of 2019.
I have a friend who has a severe phobia of zombies. When running games all the zombies get swapped with skeletons and it's fine. The scenario I wrote that was supposed to have a mix of the two worked just as well.
As a D&D player who is just starting to take up DM-ing, this video was so insightful! Thanks so much for this content, really appreciate it!!
(Also congratulations on the website launch!!)
Really glad to see safety tools being talked about in a video about tone in RPGs.
Because nothing kills the tone faster than having uncomfortable players.
Also: Your players might not want to come back if they constantly feel uncomfortable while playing.
I'm going to be DMing for the first time tomorrow night and a great deal of that is thanks to you and your Oxventurers, I just wanted to thank you and to tell you how much your advice and videos have helped me,
Thank you Johnny
How did it go?
There's a great game called Stewpot (which is about adventurers adjusting to life as townsfolk running a tavern), which actually has a built in mechanic for smoke breaks. After every segment of that game, players are asked if they want a five minute break to stretch their legs and take a break (or asking if they want to stop for the day). I think periodically asking for that in games like dnd would be great, if troubling stuff comes up or if they're starting to get tired out from playing too long.
As far as getting tired goes, my group usually just gets hungry at the same time. Rustling up some food, bathroom breaks, et cetera usually provides enough time to get your second wind.
Depending on how long you play, you could set an alarm at regular intervals to remind everyone of the time and check in with them. I do it once every hour that we play so that we can go to the bathroom, have a quick breather and decide on when to order food. Those are also a great time to check if your players have adventure drop.
After everything is taken care of, you can either continue with more energy or call it quits for the day.
I usually run pretty long sessions because we only play once a month for a whole weekend where my players sleep over at my house anyway. We often run up to 10 hours with a break for dinner in between so this method helps me keep track of how my players are feeling when we're too far gone in the fantasy :)
This is very good advice that I don't generally see a lot, and certainly something I wish I'd seen back when I first DM's for my friend group a few years ago.
To cut a long story short, the tone I was going for was a story that seemed serious but farcical elements slowly crept up on the players. In our first story, the players had to figure out how a notable warlord was sneaking is armies into the centre of enemy terrorities, which was suspected to be using a monster under its thrall. The plan was that I'd planted various clues that pointed towards said Warlord secretly being a were-rabbit in disguise, digging big warrens underneath and between cities, but I didn't establish this as quickly as I should have, because the players quickly resorted to torturing a few henchmen for 'comedy'...and then one player kept on going and going and describing how she cut off the genitals of the still-conscious minion before gutting him. This player didn't absorb context clues and in subsequent games she quickly lost interest whenever I indicted that I didn't want her to be excessively violent to the point of clashing with the story, and accused me of limiting her roleplaying.
I'm planning another game with a new group and I've made sure to establish that graphic and clearly sexual violence is something I don't want to be included, and have encouraged the others to speak up before starting for any similar concerns.
Reminds me of one of my horror stories. This was a forum RP where instead of original characters we'd use comic book characters. While this gives some limitations, you choose which character from the list, so you're not getting stuck with a character you don't like.
Well... we had one guy who would "in-character" mock people for their choices. One of those RP sessions ended early when several people quit.
I've read a bunch of advice on having a Session Zero. To discuss this stuff.... But not really advice on how to go about the conversation. This is excellent
Some excellent advice here. Setting a tone is important, but making sure everyone is comfortable playing in that tone is all the more necessary.
I tend to have 2 Session Zeros. One before character creation and one afterwards. I had one player tell me confidentially that the lost and presumed-dead father she wrote into the backstory can never ever show up in the adventure because it would deeply trouble her. I had to promise her that he's not alive and will absolutely never come back from the grave because of her own family trauma.
In a different game one player asked me not to bring the party to their character's old home even though it was destroyed and there's more than likely still treasure to be found there.
It's important for me to honour their wishes and never make them so uncomfortable that they don't want to continue playing with me. Thanks for bringing that up because some DMs forget that.
Been DM’ing for a little bit and am about to embark on my first home brew Call of Cthulhu in January. So thanks a bunch for this video. Also, the music on this video is chill af.
I found descriptive storytelling to be beneficial. I had a hard time DMing at first where i would provide a brief description of the room and then some important items such as a sconce that opens a door which led to meta gaming so i wouldnt describe a whole lot which left players frustrated. An easy way to remedy that was to add more description. I was worried it would be too mundane but all players in the two groups i run love it. I describe the room, a few important details (mixed in with the small details) and then small things like mold in a corner. By adding these and giving minor notes like "you feel a chill up your spine" helps set the tone, especially with music to help.
The parts about an inclusive, positive, and respectful environment at the table are so important, they really should go viral.
I could listen to Johnny talk for hours. He has such a pleasant way of explaining things.
This was helpful as I'm just getting my feet wet with DMing a party of 5. And thank you very much for including the bit about certain themes being off-limits. A friend of mine who is a great horror writer will be joining the party soon and, well, some themes included in his original backstory are hard limits for me. Luckily he's totally been eager to work with me to replace those themes. Thank you, Johnny!
When my group changes games/genres, I like to have the hard limits discussion again, even though I've been playing with this group for almost two years, because different genres could have different limits (for instance, my group will allow things in a horror game that would be off-limits in a comedy). Having a player who's willing to change things in their backstory to respect people's limits is always helpful, and that discussion can lead to some great story ideas (I love springing a surprise backstory callback on my players).
@@charlesmoss1985 Surprise backstory involvement is one of my favorites, too! Hence why we definitely had to work with my friend's character. DM can't run the game very well if she's hyperventilating in the corner lol. Having that discussion again when changing genres is a good tip, too. Like you said, some stuff that doesn't fly in a comedy, might just be the missing piece in a horror game.
The Group I play with is titled heavily towards the comedic side, but there have been a few moments where our characters have gotten into trouble & even near death, where all the comedy goes & it is replaced by tension & fear for there lives.
There is no wrong way to play an RPG, but there may be just the wrong group for what you want out of the experience.
Thanks for this Johnny. It reminded me to check in with my players and make sure they were still ok with how the game was handling.
I’d love to know more about how to give the NPCs more individuality without strong voice acting skills.
Seconding the NPC question!
Mannerisms. How do they talk. You don't have to do a funny voice to speak softly & quietly like a shy little girl or pompously like a famous wizard. Giving your NPC a bit of a backstory or a goal in your head can really help. Doesn't have to be detailed there are plenty of charts out there you can roll on to come up with 3 traits, then just talk as if you yourself where feeling those things. Also I've found as DM changing my body language really helps me get into the head space of the character. Anyway this is a great idea for a video and I would love to see what other people do & get more ideas too.
Johnny I love your videos. Between the great way you explain things and your calming voice, I just want to keep coming back.
As someone who has only ever ran homebrew games I've struggled with setting the tone in a completely fresh world where people are learning how the world works as well as beta testing the systems etc as well. This series is giving me a lot of extremely useful advice for how to make sure the game is fun for all but that it's not a slave to it's quirks
In terms of upsetting content, I put my players in a dream sequence where the evil guy visits the players and they're locked into place, unable to do anything while he talks. One of my players said he was getting real bad sleep paralysis vibes, something he's suffered with for years now, so I paused the game and spoke to him in a private voice channel so the other players wouldnt hear, and we agreed to continue the dream, but I made sure that the only person there was the bad guy talking to them all at once, and it was over quickly.
I completely forgot the effect my "simple" part of storytelling could have on him, but he told me and we adapted, as any good DM should be willing to do for you guys
I really like the concept of pause cards, I’ve been in a lot of campaigns where I could’ve used something like that, if nothing else it opens up room for players to say that they’re uncomfortable without judgement
Excellent advice. And on the subject of figuring out what content belongs in your game, I highly recommend checking out Consent in Gaming by Sean K Reynolds and Shanna Germain. The PDF is available free online, and it's a pretty quick read.
Excellent video, Johnny, I'm running my first campaign this Christmas and I've been wondering about tone-setting for the last two weeks. Perfect timing!
this advice is equally, if not MORE, important for any & everyone in a live action roleplay (LARP) and to do MULTIPLE times: before beginning, again before each game, and, ideally, a bit AFTER each session (to both help others know the events their own characters were not party to & to "cool down" after and reflect on what went well & what was discouraging).
this applies regardless of whether your LARP is a longterm campaign, taking place over a weekend, or a one-off game.
tone is ESSENTIAL to ensure player and GM comfort, enthusiasm, and enjoyment: it is very, very easy for a LARP campaign to settle into a toxic environment, be it due to overrworked GMs whose players brush off the intended & presented tone of each game (combat is a glaring example of players going Off The Rails); or within the playerbase as factions (in-game and otherwise) develop.
inter-player tonal dissonance is NOT fun and, at worst, is detrimental to personal safety and wellbeing. with long-term campaign games, newcomers especially are vulnerable to intentional or accidental "gatekeeping" that prevents them from establishing themselves and their character into a setting. GMs should be mindful of this and allow ample opportunities for new players to form connections with existing players, perhaps even having a "mentoring/wingman" system in-place to help newcomers feel welcome to the story and within the community.
//this goes doubly if there is any signs of "clique" behaviour that is excluding or outright harassing others: cliques WILL develop in any community that has existed for a long time but it is exactly because of that experience & unity that such cliques assume a responsibility to welcome and ease new GMs and players into the community, in-character and out.
I became a DM due to emigration of the DM of my table. This videos ar really helpfull to step up my job as a DM. Thank you so much!
This is a great video! So important but something I've never seen happen in any of the RPG's I've played. I've seen a lot of groups fall apart just because people lose interest in the story (or their character's place in it) and not have the resources to talk about it first, and I think tone is a big part of it. I'm definitely going to start initiating this conversation, even when I'm not DM.
This video is great, but the best part is how succinctly you summarized it at 12:52. Awesome!
Wow, you must be an awesome DM. Thank you for actually caring what the other players think and feel! That's awesome.
Absolutely fantastic on an overlooked topic at the game table. Great points and wonderfully produced, as calming as a cup of tea.
The Oxventure has taught me so much more about dungeons and dragons than both of my past dms; prior to your vids on the subject, I didn’t even know what initiative meant, I just rolled what dice the dm told me to, when he told me to. Thank you so much for taking the time to explain dnd and teach others how to properly run the game in an enjoyable way! :)
Top vid. In all the games I've played, the group has never done this, and there are many times it would have helped.
Johnny is great at discussing these topics. As a brand new GM this was really helpful!
I'd love a video on writing a campaign, be it one-shot or multiple episodes. I'm new to table top RPGs so getting a few starter tips on that to DM would be awesome! Thanks for this vid!!
Very informative, thank you Johnny! also can't wait for Eurogamer / Dicebreaker d&d :D
A good video but I would have included a section on “Lines and Veils” rather than just hinting at them. A really simple and clear way of structuring the conversation.
I'm thinking of becoming a DM for a small group of friends, keep this coming! I need more tips
👍
Will watch later as I have to get to work.
Johnny... THANK YOU for bringing Boy Problems to my attention this is the most perfect thing ever!!!!!!
Johnny being bloody Marvelous again.
Nothing to say just love Dicebreaker's RPG videos lol
This is more of the content i was hoping for, with this channel. I subbed as soon as I found out this channel existed. Please do more reviews and tips for playing.
Great video, just started dming a 5e game with an all new group a couple weeks ago and this is all great insight. I would be really interested in a guide to how to curate music for each session, as it seems like a monumental task
I've been DMing for almost 20 years and I STILL haven't figured out how to curate music for my games XD
Thank you very much. I feel leveled up. Please, keep talking to us, forever.
I’m starting dming in two days and this alleviates a lot of stress so thanks!
Love the RPG content Johnny keep it up!
You might want to mention the Same Page tool, it is a popular way to prepare for Session 0 (and beyond). Also, might reference Session 0 as a term, since it is fairly common and players and GMs might run into it elsewhere.
Tone? Setting it is a tone of fun!
*Andy appears*
Boooo! Boo.
Great video. Never thought of it, but now that I've seen this, establishing the tone even before character creation is so obsiously important.
(mandatory oxventure reference: can't help thinking of poor Merilwen and Egbert between Dob and ... that pirate)
Thanks, Dicebreaker! I can use all the help I can get in this area.
And the upshot is, as in any relationship, open communication is key. But then how do you retain mystique or surprise?
One thing I've found helpful in maintaining surprise for my players is a good discussion about character backstory. It takes some of the world building off your hands and makes the players feel like they're part of the world, not just interacting with it. Where it helps with surprise is in calling back to it. Say one character's father was lost at sea 20 years ago. The player might have just said that to justify their character's fear of boats, but if that father shows up leading a crew of pirates, you've got a big character moment, a surprise, and some history the players will want to uncover all rolled up into one.
@@charlesmoss1985 Oh, that's good. And speaking as a player in a game where that's happened, you're right--it's quite a moment.
I can only agree that your player's backstories are gold mines. Any unfinished or open ended aspect of them can and should be exploited for drama :)
Can you do a lets play of Blades in the Dark?
Excellent advice!
4:39 just bookmarking this for myself
Expertly done sir.
Very informative and helpful vid for starting a paper rpg - wish I'd had the pause/x mechanic a few years back when one party member decided they wanted to rape an npc they just saved - awkward for everyone at the table, awkward for the male dm who had to roleplay a scared female npc, awkward for me as the only chick in the group - took a 5min pizza break in the next room - now all my characters have a cyanide tooth just in case any party members "go rogue" like that - the pause/x is a great idea ❤
Great advice, hearing it makes me so grateful for the group I play with; resilient individuals, all former competitive sports fighters, martial artists, and, a medic, who've been playing since the 90's. There is no subject that is taboo or off limits, but there is an underlying knowledge that if anyone of us "takes it too far", getting pummeled is not out of the question, so civility prevails. It's remarkable how real world consequences for bullying, hostility, and rudeness tend to stop most of that from ever occurring. It makes me believe that is duelling or consensual combat were allowed in the " real world" civility would make a major comeback.
If Griffen McElroy doesn't know about the Carly Rae Jepsen RPG someone needs to tell him
Given the Oxventure I'm surprised the answer to this question isn't "bold of you to assume you control anything"
Dear johnny, would it be at all possible for you to once in a while bring in the oxventures when it comes to d&d specific video?
Love the channel by the way. I've been here since the 2nd video on dicebreaker.
What is the book between Expanse and Investigator's Guide? Also the ones on top of The Expanse book.
there was a Carly Rae Jepsen heist-themed RPG and I didn't KNOW ABOUT IT i am losing my shiit
brb, DMing my DM
Imagine getting Johnny as your DM
I have a question. What if I want to run a system (looking at you, Call of Cthulhu), but I know for certain that none of my players are going to enjoy the tone that goes along with it. Do I a) just run it anyway, regardless of what they like, b) run it, but alter it so that it's more like what they want, even if I don't enjoy it as much, or c) just hold off until I find a group that will enjoy it?
If you know people aren’t going to like a game then there really isn’t any point in involving them. Not every game is for everyone. That said it really doesn’t hurt to ask people directly how they feel, which you have to do anyway when you ask them to play the game in the first place. They might say no, but you can then know if it’s time to pick a different game or organize a different group of players for the game you really want to run. But organizing the wrong game for the wrong group is a one way ticket to nobody having fun.
@@Barrigard Thanks! That's what I needed to know. I will keep that in mind.
My group isn't too keen on CoC, but i run a modern campaign on CoC Subsystem called Delta Green. Look it up think X-Files meets CSI with some action thrown in. My players lap it up, and cant play enough of it. Took the players about a year to realise they were playing CoC.
@@rufusglyn8568 I didn't mean that the system itself was a problem, I meant the atmosphere. My players enjoy a lighthearted, action-heavy game, but unsurprisingly, CoC is aimed at rather a different aesthetic.
Would you guys do a How to play ASOIAF RPG?
Notes from a NG Human Idiot;
As a GM for nigh on 31 years, i can agree 100% with what Johnny has said. If you run Call of Cthulhu as a Slapstick Comedy, the setting itself losses much of what makes it great. It's the difference between Sesame Street and Blue Bloods. Both are set in New York, both talk about some of the same issues but have Wildly different tones.
May your pantheon ever favor you
Baron Trevelyan Of Restenford
Excellent.
What is this glorious dnd character with a goose puppet?
That's from their Reverse BeastMaster let's play: ua-cam.com/video/Gh0KzHIKFug/v-deo.html
I know someone who was running a game and told a player that he had to change something about the character because he wouldn't do anything that would go towards hate crimes in his game.
Dose dice breaker have some sort of byas against pathfinder?
Gonna have to try these tips with my group. A couple of the guys do try to follow along with a level headed attitude and taking it kind of seriously, but one of them is literally just an agent of chaos and does stuff just to throw everything off and it's getting annoying.
If you can't complete the heist, here's my number, so call me maybe?
Am dming a new pathfinder campaign in about.. 3 hours so this should be useful! Lol
Tounge in cheek horror Midderlands, Dolmenwood, Red and Pleasant Land.
Every character is named Tony; that's how you do it.
Great video - thanks, Johnny!
For GMs who might want some more advice on using the "pause card" concept for uncomfortable topics, John Stavropoulos' X-Card (docs.google.com/document/d/1SB0jsx34bWHZWbnNIVVuMjhDkrdFGo1_hSC2BWPlI3A/edit) includes a great, detailed description of how (and why) to present the idea to your players.
I got an ad for Swarovski crystals attached to this video.
Are y'all "board games AND crystals" wealthy in this audience?
On your web site it says you are doing a giveaway,can i get a D&D set from it?.
Don't play 10 candles with people who are scared of the dark
How do I as the DM Express when something the players may be describing as giving me the heebie geebies?
massiveley late but stop the game and tell them! role playing is a conversation and the DM should be just as comfortable as the players!
Really good video with good suggestions, always a pleasure to watch videos from your channel.
Would love to see more exploratory videos though, like this one from the beginnings of the channel about less-known RPGs: ua-cam.com/video/_cfJYUpD5bY/v-deo.html
Also, something completely unrelated to the topic being discussed: that shirt looks really nice, where did you get it?
I want that shirt. I want that shirt. I want that shirt. I want that shirt. I want that shirt. I want that shirt. I want that shirt. I want that shirt. I want that shirt. I want that shirt. I want that shirt. I want that shirt.
I was about to downvote this video when you brought up Xcards in a non-negitive manner, but you converted this confusing and negitive concept into something useful by requiring that the 'issue' is discussed so that the GM can remove/change the triggering issue, or of the player is being unreasonable, they can remove themselves from the game. Great work. Also good was stressing the importance of session zero.
The force card thing is one of the reasons why I dont like playing with strangers. I would never want to play with someone who is so sensitive that they couldn’t handle the story. On the other hand I dont think my games were ever that harsh in the first place so it’s not like it’s bad advice.
It's kind of rude to assume that someone wouldn't want to use safety tools because they're "so sensitive". like the video says, everyone is different with different tolerances for things, maybe some personal stuff has come up that they would rather not have to deal with when trying to have a fun time with friends. Forcing people to go through stuff that makes them super uncomfortable because you really like your idea is a bad relationship to have with others. Tabletop games are a conversation, and like any conversation, a friend were to say "can we not talk about xyz today?" That's totally ok!
Eamonn Tee rude or not someone who can’t handle a bit of light drama in fantasy is no friend of mine. Although again I wouldn’t put something too traumatic in my game anyways.
My players are never upsetted by my content EVEN if I use quite intense materials. It is FICTION. I currently run a game of WarHammer 4th edition... and this game isn`t a safe place. DM Tips : Your players aren`t happy... fine, let them be DM next time.