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When to be a GM?
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<blockquote data-quote="MNblockhead" data-source="post: 9249630" data-attributes="member: 6796661"><p>You are ready when you feel comfortable enough to run a game. When I got back into DMing after over two decades being away from TTRPGs with 5e, I spent months going over the rules, homebrewing a world, and running combats on my own to get comfortable with the rules. I do think that I made things more difficult to get started than I needed to. Also, I've enjoyed seeing my son get into gaming and he took to DMing really quick because he didn't have any adult expectations and just wanted to play and didn't worry about game mastery. It just came through play. Just like how I first learned to play when I was a kid.</p><p></p><p>If you are wanting to run D&D start with some simple one-shots with locations and plots that look fun to you. I would recommend starting with Adventure's League modules on DMs Guild. In Volo's Wake is really simple to run and would be a good introduction to running simple and common scenarios. </p><p></p><p>If you plan on playing in person, keep things simple. Avoid adding technology, terrain, minis, etc. Just do pen and paper or DnD Beyond's character sheet and use a wet erase battlemap (or scrap paper and a pencil) or theatre of the mind. Add other elements as you become more comfortable with the game. </p><p></p><p>Put some of the work on the players. Have one of the players track initiative for example. </p><p></p><p>Another recommendation is that maybe don't start with D&D. Run some one shots with some rules light systems. I think that for many people, the biggest hurdle is just getting use to being the person running the game, getting comfortable with story telling, and improvising what happens in a game. </p><p></p><p>I think InSPECTREs is an excellent, easy to pickup, and really cheap game that is really fun for a one shot or beer and pretzles party game that really helps with building experience and confidence in story telling and improv. Once you get comfortable with story telling and improvising the results of your player's crazy ideas, then it is just a matter or adding the crunch of more rules heavy systems.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9249630, member: 6796661"] You are ready when you feel comfortable enough to run a game. When I got back into DMing after over two decades being away from TTRPGs with 5e, I spent months going over the rules, homebrewing a world, and running combats on my own to get comfortable with the rules. I do think that I made things more difficult to get started than I needed to. Also, I've enjoyed seeing my son get into gaming and he took to DMing really quick because he didn't have any adult expectations and just wanted to play and didn't worry about game mastery. It just came through play. Just like how I first learned to play when I was a kid. If you are wanting to run D&D start with some simple one-shots with locations and plots that look fun to you. I would recommend starting with Adventure's League modules on DMs Guild. In Volo's Wake is really simple to run and would be a good introduction to running simple and common scenarios. If you plan on playing in person, keep things simple. Avoid adding technology, terrain, minis, etc. Just do pen and paper or DnD Beyond's character sheet and use a wet erase battlemap (or scrap paper and a pencil) or theatre of the mind. Add other elements as you become more comfortable with the game. Put some of the work on the players. Have one of the players track initiative for example. Another recommendation is that maybe don't start with D&D. Run some one shots with some rules light systems. I think that for many people, the biggest hurdle is just getting use to being the person running the game, getting comfortable with story telling, and improvising what happens in a game. I think InSPECTREs is an excellent, easy to pickup, and really cheap game that is really fun for a one shot or beer and pretzles party game that really helps with building experience and confidence in story telling and improv. Once you get comfortable with story telling and improvising the results of your player's crazy ideas, then it is just a matter or adding the crunch of more rules heavy systems. [/QUOTE]
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