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General Tabletop Discussion
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Best way to start for new players/DM?
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<blockquote data-quote="Dinkeldog" data-source="post: 19335" data-attributes="member: 195"><p>Go with Sunless Citadel. Dungeon crawls are easier to DM than city adventures where you're constantly having to invent NPCs off the top of your head for city guardsmen, merchants, tavern wenches, etc.</p><p></p><p>While you're in there, don't worry about making mistakes--especially as DM. You don't know the rules yet, and really won't until you get to see them in action. If you make a mistake, just drive on--don't backtrack unless someone died because you don't know the rules.</p><p></p><p>Expect the first few sessions to be fairly non-productive while you're learning the rules. Combat could take up to twice as long while you and the players are learning how to count movement on diagonals, the difference between burst and spread for spells, attacks of opportunity, special combat moves and the like. It's a fairly straightforward game, but it's still complex.</p><p></p><p>Don't try to put everything into one adventure. The adventure path series has done one thing really well: each adventure builds on the one in front of it for complexity purposes. </p><p></p><p>If you have problems with rulings, you can bring them to the board, but you really shouldn't pull a retroactive reversal unless it's a dire circumstance--someone dies, someone's familiar/companion dies, someone's favorite/best magic item is lost stupidly.</p><p></p><p>For the players, just have them keep their books open, give you space, and help you learn the rules. If you as DM don't know something, have one of the players who is not immediately involved in the action look it up.</p><p></p><p>That should get you started. Let us know how it goes.</p></blockquote><p></p>
[QUOTE="Dinkeldog, post: 19335, member: 195"] Go with Sunless Citadel. Dungeon crawls are easier to DM than city adventures where you're constantly having to invent NPCs off the top of your head for city guardsmen, merchants, tavern wenches, etc. While you're in there, don't worry about making mistakes--especially as DM. You don't know the rules yet, and really won't until you get to see them in action. If you make a mistake, just drive on--don't backtrack unless someone died because you don't know the rules. Expect the first few sessions to be fairly non-productive while you're learning the rules. Combat could take up to twice as long while you and the players are learning how to count movement on diagonals, the difference between burst and spread for spells, attacks of opportunity, special combat moves and the like. It's a fairly straightforward game, but it's still complex. Don't try to put everything into one adventure. The adventure path series has done one thing really well: each adventure builds on the one in front of it for complexity purposes. If you have problems with rulings, you can bring them to the board, but you really shouldn't pull a retroactive reversal unless it's a dire circumstance--someone dies, someone's familiar/companion dies, someone's favorite/best magic item is lost stupidly. For the players, just have them keep their books open, give you space, and help you learn the rules. If you as DM don't know something, have one of the players who is not immediately involved in the action look it up. That should get you started. Let us know how it goes. [/QUOTE]
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