I have a couple of questions for our experienced bro's as a amateur DM playing with enthusastic group.
- How long does it take for one session to end on average?(Not talking about holidays ofc)
I've gamed anything from 1 hr to 12 hour sessions. As it is given your situation, aim for the 4 to 6 hour range, that's long enough to satisfy most gamers, but short enough to prevent fatigue on your part and on the players part.
- How long does it take to prepare your sessions?
Any where from a day of thought to, oh my god how do I work this awesome idea in moments where I spend 3 days constantly scrapping and reworking previous plots because PC's are fuckwits.
- How do you handle RP people in towns? Do you prepare their lines before or make it up on the scene? How many characters do you design for RP reasons?
In general I think of NPC's on the fly unless they are plot NPCs and then I'll design general lines, and then a personality and knowledge base for them.
- What do you do when adventurer party find a simple solution to the quest and make your dungeon unusable?(Like catching the villain before he escapes) Do you prepare the next session before hand?
Always have a buffer of bullshit for the party to do. Let them make mistakes, prepare the villain to exploit said mistakes. Make them properly villainous, they always have a trick up their sleeves. Oh they left the EVUL WIZARD PLOXPLOT, alive and not dead, he's got help in the form of a rogue. Oh they killed him, but didn't burn the body. His temple resurrects him. Et cetera, it comes down to being a bastard, because that's what the villains in most stories are.
- How do you drop hints subtlety? Like when you are trying to tell about hidden safe behind walls or secret doors?
I use chekhov's gun in a lot of cases. If there's important details, I'll go out of my way to describe it in just slightly more detail than other things. EX: "Around you lie 3 statues, and a myriad of portraits."
If they are really dumb I'll roll perception for them, and then do the pointing out of the thing they missed.
- Do you describe every combat action? Like in "The warrior a striked with his great sword and chopped the arm of the mighty orc(for 10 damage)
In general players want to feel like they are "Teh awesome", so for systems like DnD, I'll vaguely describe hits, in a "You hit him on his arm bruising for 10 damage." But for systems like WoD where it's a very horror based game and death arrives quickly to the unawares. I'll go ahead and describe out what the player is doing in a fashion that sets the mood of exactly what they are doing by killing someone or even just fighting them. I do so generally in a narrative fashion.
"You bash him on the fist, though you are skilled at boxing, you notice small lesions opening on your skin the pain making you realize just what is at stake here. You hit him again striking his throat, as you watch as he begins to panic, he's staggered and having difficulty breathing, but you know if you stop now he'll just run away to kill again. This man is a killer, and somehow though your strikes are filled with your faith and the power of your ancestors, you still see his wounds healing. He appears fatigued, but still ready to fight. Your mind readies itself for the next exchange, as you are filled with a sense of duty, and honor, as if this is what you want to do, you need to do, to protect the innocents from this vile corruption of gods will. As your next strike rings out you are so consumed with your fury that when you hear something break, you are unconcerned if it is you, or your opponent, you notice that he's fading into dust, the leech like images that have been assaulting you since you started your hunt of this creature start to fade. You notice that you have a broken finger, but it doesn't seem to pain, not as much as the thoughts that there could be more out there. More that could be hunting people like your daughter or your wife. And you know, more than ever now, that your cause is right. It's what your father would want, it's what his father would want. This is your hunt, this is your Vigil."
- Is there a good video source in the net that we can see and try to improve ourselves with?
The Gentleman Gamer, on youtube,
http://www.youtube.com/watch?v=UJM55rrXM_0&feature=c4-overview-vl&list=PL5787AC90DD90D21E is an example, not sure how much you might be able to follow it.
- How many details do you describe in an average room? What's your player's reaction to it? How do you avoid repeating yourselves in similar rooms?(Like corridors in dungeon or rooms of prison)
I generally pick a theme, and then as the party goes I give a general description to the players, and then give a reminder description. I call this the text adventure model.
DM- "The mansion is all too quiet as you enter, you notice dust has build up on the white cloth placed over the furniture. The house is old, and the windows seem to have fogged in the humidity. A foyer is before you, 3 chairs sit around a table, covered in that omnipresent white cloth. You shiver, the airconditioner seems to have been on all this time, by the draft that follows the midsummers outdoor heat."
We enter the foyer and procede inwards looking for signs that people have been here.
Discreet rolls follow.
DM- You follow the path around, and those of you who got 2 successes note that some of the dust is lieing awkwardly, like it was placed back meticulously in the pattern that the dust should lay but doesn't normally.
Those of you with three here something coming from below you. As you look around the all too quiet halls, the sound however minute is something you pick up on.
I tried to follow adventure modules but sadly we can't follow it word by word as the english isn't the natural language of my group and i have a hard time talking fluently in the english.
This can be a common problem.