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First time playing D&D and I'm the DM. Anyone feeling helpful?
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<blockquote data-quote="Tony Vargas" data-source="post: 7098888" data-attributes="member: 996"><p>Presumably not playing with that guy again...</p><p></p><p>... though I have to wonder 'what board?' <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>But, that'd give him a board to flip! ;P</p><p></p><p> JMHO, but it's better to try the game out with an experienced DM and even an experienced player or few, too. You just get a better feel for it, get to see the game at its best (or at least not at it's worst) and learn more from the experience that way. I'm assuming that's not an option for whatever reason - no established groups open & no organized play in your area or whatever...</p><p></p><p> OK, then. Your Pbem experience should help, though.</p><p></p><p> If you've gone to the work of setting all that up, well, go for it. If it's still in the outline phase, though, maybe just start off with a published adventure like LMoP?</p><p></p><p> Starting at 3rd level isn't a bad idea, it means the PCs are more durable. It also means there's a little more to absorb before playing them.</p><p>And, you've picked out two of the most complicated classes in the game, Wizard & Druid - the easiest-to-play character in that list is probably the NPC fighter. Fighter, Barbarian, & Rogue are much easier to hit the ground running with, especially the Champion Fighter. </p><p>One of Cleric, Druid, Bard or Paladin is very good to have, too, not just for the stereotypical healing. The Paladin is a good choice because it's Lay on Hands is dedicated healing, so there's not the mistake to make of not prepping any healing that you can with a Cleric or Druid, and because if the players doesn't prep any spells that turn out useful, he can always use his slots to smite. Of course if you have spells already prepped on the sheet, that makes it easier. </p><p></p><p> Stories often start off with strangers thrown together by difficult circumstances, something like that offers a lot of opportunity for the author to explore and paint the characters as they get to know eachother, and builds in conflict that needs to be overcome to survive. A starting game, though, might do without that potential richness in the name of getting the players to just work together and concentrate on learning the game and succeeding as a party. Since they're starting at 3rd, the idea that they're an established party with some history is perfectly reasonable, too. You could work each character into the others' 'Bonds,' in ways that encourage cooperation, for instance, and spell out their relationships, and hand out Inspiration for playing to those Bonds. </p><p></p><p> A fighter may not need a lot of protecting. It might make more sense for him to be a non-combatant (maybe he's elderly or was injured in the wreck?) if he's pulling a trick like that. Or, you could make the NPC a healer - Life Cleric or Bard or whatever, maybe with the Healer feat. That'd save any of the PCs from having to do it, and be a good reason to protect him, too.</p><p></p><p> What's the point? Introduce the NPC, hold a bit of information over the players' heads so they'll protect him, then assure they fail in doing so? If you just want to drop the info about the island, the captain could have mentioned it before the wreck and been killed like everyone else. </p><p></p><p> With all-new players you may actually have a better shot at them not fighting right off the bat. Wouldn't count on it, of course...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7098888, member: 996"] Presumably not playing with that guy again... ... though I have to wonder 'what board?' ;) But, that'd give him a board to flip! ;P JMHO, but it's better to try the game out with an experienced DM and even an experienced player or few, too. You just get a better feel for it, get to see the game at its best (or at least not at it's worst) and learn more from the experience that way. I'm assuming that's not an option for whatever reason - no established groups open & no organized play in your area or whatever... OK, then. Your Pbem experience should help, though. If you've gone to the work of setting all that up, well, go for it. If it's still in the outline phase, though, maybe just start off with a published adventure like LMoP? Starting at 3rd level isn't a bad idea, it means the PCs are more durable. It also means there's a little more to absorb before playing them. And, you've picked out two of the most complicated classes in the game, Wizard & Druid - the easiest-to-play character in that list is probably the NPC fighter. Fighter, Barbarian, & Rogue are much easier to hit the ground running with, especially the Champion Fighter. One of Cleric, Druid, Bard or Paladin is very good to have, too, not just for the stereotypical healing. The Paladin is a good choice because it's Lay on Hands is dedicated healing, so there's not the mistake to make of not prepping any healing that you can with a Cleric or Druid, and because if the players doesn't prep any spells that turn out useful, he can always use his slots to smite. Of course if you have spells already prepped on the sheet, that makes it easier. Stories often start off with strangers thrown together by difficult circumstances, something like that offers a lot of opportunity for the author to explore and paint the characters as they get to know eachother, and builds in conflict that needs to be overcome to survive. A starting game, though, might do without that potential richness in the name of getting the players to just work together and concentrate on learning the game and succeeding as a party. Since they're starting at 3rd, the idea that they're an established party with some history is perfectly reasonable, too. You could work each character into the others' 'Bonds,' in ways that encourage cooperation, for instance, and spell out their relationships, and hand out Inspiration for playing to those Bonds. A fighter may not need a lot of protecting. It might make more sense for him to be a non-combatant (maybe he's elderly or was injured in the wreck?) if he's pulling a trick like that. Or, you could make the NPC a healer - Life Cleric or Bard or whatever, maybe with the Healer feat. That'd save any of the PCs from having to do it, and be a good reason to protect him, too. What's the point? Introduce the NPC, hold a bit of information over the players' heads so they'll protect him, then assure they fail in doing so? If you just want to drop the info about the island, the captain could have mentioned it before the wreck and been killed like everyone else. With all-new players you may actually have a better shot at them not fighting right off the bat. Wouldn't count on it, of course... [/QUOTE]
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