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Made in us
Steadfast Grey Hunter





Topeka, KS in the Dustbowl Sector

Ok a little back story. I have not GM anything aside from making up stuff with original WFB Roleplay years back when i was a kid. My brothers liked it cause i made things up and went with the flow so not really stuck to a storyline... if that makes sense?

I have played some RPGs over the years with my current friends however i never have a lot of time to read thru the rules much etc just played characters and we switched games so much i just get used to one and then bam here is a new one.

So we completed Dark heresy module and they want me to GM... the dark heresy module was first i played of game and so now i have to GM a game starting this Thursday. The module book is the church of the damned i think?... its second part.

I been reading it and I am not entirely sure how to run the thing. There is no maps, etc that i have seen. Description and such in white box but there is info mixed with my own GM info that makes it hard to know what i should read or tell the players. Any advice on this? I also have a hell of a time trying to pronounce 40k words and names... reading it myself is fine but trying to say them is hell for me and i know it will take away from the game.. as is the same with the level of details i am reading from the thing.

"Raise your shield!" 
   
Made in us
Been Around the Block





Pendleton, SC

Hello,
It sounds like you need more time to prepare. It might be better to let your friends know that rather than getting the group together for a lackluster session.

Typically a GM would read through the entire module first, then make a few notes about various items--plot holes/difficulties, what to do if players are stuck, etc.

I'm not familiar with the module you mentioned, so I'm not sure if it should have a map.

The module probably gives you information on settings and events; then you have to adapt that to your players' actions. Basically I would outline the scenes a little. Tell the players the info they see or what happens initially. Then ask them what they want to do. The module should give an idea of what will happen in response to most actions. If your players do something off-track, it might be best to just say "you're getting off-track!", but you can also try to make events in the game get them back on track.

For pronunciation, I would sound out how you think it should sound (there's often no "right" way) and write it down:

e.g. Bartamaeus = BART-UH-MAY-US

It sounds like someone GM-ed a previous session. Can they help you GM, show you the ropes? You could even run the session with two GMs, just have the other one play a character and not give away secret info.

For questions about the specific module, try the FFG forums for Dark Heresy.

Hope that helps!

Currently playing:
AoS: 500 pts of Stormcasts and counting
 
   
Made in us
Steadfast Grey Hunter





Topeka, KS in the Dustbowl Sector

Yes it does i appreciate that. I think i am going to tell the group (even though i have read the module book already) that this week we need to do something different to get me more time to try some of your ideas. I did not think about FFG site having forums so that is helpful too .

Thank you.

"Raise your shield!" 
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller




The fact that you might have the second book of a 3 book campaign might also fuel your confusion. Sorta like arriving in the middle of a movie, you got an idea, but you're more or less clear on what's going on.

   
Made in us
Steadfast Grey Hunter





Topeka, KS in the Dustbowl Sector

Inquisitor Jex wrote:
The fact that you might have the second book of a 3 book campaign might also fuel your confusion. Sorta like arriving in the middle of a movie, you got an idea, but you're more or less clear on what's going on.



Yes true that is how i feel as well. I going to give it a shot though this Thursday if everyone shows up. If not will play Zombiecide .

"Raise your shield!" 
   
 
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