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What was your first year of DMing like? Mistakes new DM's can avoid..
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<blockquote data-quote="Dragonbait" data-source="post: 2927371" data-attributes="member: 29182"><p>As fascinating as you think some new NPC that you just created is, they should NOT be the focus of an adventure, let alone a campaign. Players want their characters to be the foucs, not the GM's pet NPC. As much as people would think this is obvious, I've seen this too many times to expect other GMs to realize this. </p><p></p><p>Most beginning groups want to fight stuff and take their loot. D&D is based on that, and on the surface the rules seem to promote that. Foster role-playing, but don't force it or expect grand sessions. Run little scenes at first, to wet the appetite. While doing this, keep the action moving. Open with a fight in the first 30 minutes or so, if possible. It warms players up. </p><p></p><p>If you run an investigation adventure - Know the details of the crime, but do NOT set the clues and their locations in stone, or else the PCs may never find them. See where the PCs are going, and throw a clue or two at them, even if they don't ask the fisherman #12 (out of 20) who pulled up the murder weapon but did not tell anyone else.</p><p></p><p>The DMG2 is a great resource on how to GM (and not just in D&D). I have not read Dungeonmastering for Dummies.</p></blockquote><p></p>
[QUOTE="Dragonbait, post: 2927371, member: 29182"] As fascinating as you think some new NPC that you just created is, they should NOT be the focus of an adventure, let alone a campaign. Players want their characters to be the foucs, not the GM's pet NPC. As much as people would think this is obvious, I've seen this too many times to expect other GMs to realize this. Most beginning groups want to fight stuff and take their loot. D&D is based on that, and on the surface the rules seem to promote that. Foster role-playing, but don't force it or expect grand sessions. Run little scenes at first, to wet the appetite. While doing this, keep the action moving. Open with a fight in the first 30 minutes or so, if possible. It warms players up. If you run an investigation adventure - Know the details of the crime, but do NOT set the clues and their locations in stone, or else the PCs may never find them. See where the PCs are going, and throw a clue or two at them, even if they don't ask the fisherman #12 (out of 20) who pulled up the murder weapon but did not tell anyone else. The DMG2 is a great resource on how to GM (and not just in D&D). I have not read Dungeonmastering for Dummies. [/QUOTE]
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