TheLostNavigator 2 Posted September 3, 2013 Hey I've recently scrounged up enough people to run a campaign, but I've never GMed before. To be entirely honest I've hardly played any roleplaying as the party usually ends up at the zoo, or some equally odd place, while I am forced to continue the mission alone. I'm going to use the mission in the core rulebook as an introductory session, just to see whether GMing this lot is to be a fruitless endevour, and was looking for some tips and advice. I have already informed the players that I'll hold nothing back and that if they decide to charge into a room full of Heretics they may just die. Any advice would be great, Thanks. Quote Share this post Link to post Share on other sites
Adeptus-B 926 Posted September 3, 2013 Welcome aboard, LostNavigator. My advice to new DH GMs is to go to the DH Support section of FFG's website and print out/download both the latest official Errata and the scenario Edge of Darkness. The Errata contains a lot of tweaks to the DH rules that will make your games run smoother, and EoD makes for a much better introductory scenario that the one in the core rulebook. It's not complete, though- you will have to create your own maps for the key locations (or track some down on the interwebs; I think the fansite darkreign.org might have some pregenerated maps for EoD). Beyond that, the key skill in an investigation-based RPG is the ability to improvise. Any prepwork you can do in advance to facilitate improvising is probably a good idea- maps of 'generic' locations (bars, hab-units, warehouses, etc) will come in handy, and a list of names for NPCs the players encounter as they go about their business is extremely helpful. Quote Share this post Link to post Share on other sites