Getting Ready To GM Again

JoeGKushner

Adventurer
Well, it's been a few months since I GMed and I figured it was time to see what the old bones could do.

I'm going to be using old 4e but outside of that, haven't settled on a setting nor a starting adventure. I am partial to the Forges of the Mountain King though, as I've already run Sellswords of Punjar. The sequel (which I really need to write a review of), also seems fun.

Been looking over the old tact-tiles (poor scratched up bastiches), dungeon tiles and flip matts and other goodies.

Already having to lay out "Joe Law" which is I haven't GMed in a while and am sticking to the core rules. Already had people going "But this element is crucial to my character design." And to a point I can see that but as I've already told two people, "Then you GM. I need to get into the swing of it and if and when I feel ready for the flood of options, we'll discuss them."

So as someone whose been out for a while, what do I need to look out for? Are there any 'tricky' 4e rules that I'm likely to have forgotten as a GM due to non-use?
 

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Skill Challenges are tricky and they need some work to make them run well. So watch out for them.

I don't know how much else there is to look out for. Tracking status conditions can be tricky. Try to pass as much of that onto the players as possible.

One other thing: learn to love making up monsters/NPCs. That's a really fun part of DMing. You can come up with any crazy thing you want, translate it into game mechanics, and it really works.
 



I think you did a great thing to limit it to core. No need to get caught in a trap of something unexpected when trying a new ruleset for the first time!

The biggest thing I would have to say to a DM for 4e is, combat can grind and/or get repetative - terrain features and tactics plays a huge role in variety. So when designing encounters always try and toss in some terrain feature, and pay attention to the mix of bad guys (maybe some controller types to slow the PCs while artillery types that can strike the slowed PCs before they even get to them), and so on.

4e monster stat blocks are clean and standardized. If you have time before any game though, just glance at the monster stats and look at any terms you don't know... i.e. a monster has phasing, or is insubstantial, or can dominate, or has some strange swallow ability - and then look up what those things do so that you'll know it at a glance when you see it at the session.

As a general comment (not limited to 4e but as a role as a DM in general) - keep combat and any other potential slow point moving to keep everyone's interest. That means reminding a player taking _way_ too long to act that they should act soon, or that everyone has their attack stats precaulcuated (rather than readding each and every time). And try and keep everyone as involved as they want to be (this means if person A has been talking a lot, be sure to just look at player b every once in a while and ask what does his PC do while this is going on )...

different PC roles favor different types of enemies. if you have a party of strikers, then mininons would be unsatisfying. if you have a party of defenders and controllers, then a a fight against several big brutes will take forever... that's not to say you can't mix it up! it just means try not to have "the typical encounter" be one that will frustrate or annoy the players.
 

I am partial to the Forges of the Mountain King though, as I've already run Sellswords of Punjar. The sequel (which I really need to write a review of), also seems fun.

*minor spoilers*

Beware the ridiculous difficulty level for the suggested levels. My PCs all died in the temple room. Even though I toned down the number of reinforcements. And even though the party tried to flee. And even though the four PCs were 3rd or 4th level at the time!
 

fba827 is right on point with this one. When 4th Edition really shines is when you utilize the many wonderful tools and variety it has to offer. My biggest piece of advice?


Read the Dungeon Master's Guide

The new DMG is fantastic. For DMs new and old, it reminds you what's important in your ability to run a good game. It does a great job of showing you exactly how much you have to work with, how to smoothly run a 4th Edition game, and exactly how to use the tools you're given seamlessly. Best of all, it'll show you how easy it all is, and make you feel comfortable with the system. Read the DMG, and write things down as you go.

Also, I suggest taking a look at Forgotten Realms. People don't like the new changes, but if you go at it with an open mind, you'll find that the new book offers tons of inspiration and open doors for crafting excellent stories. I've been running my own Realms campaign since late November, and
I feel confident that whenever I open that book, I can find new material for my players.

Good luck, and keep us updated on your campaign!
 

Uhh... 4e hasn't even been out a year. How could you have GMed long enough to have a good handle on the rules and then been out of the game long enough to not feel comfortable with it?
 

I have both of those sets. I also have the blood spats that I use for bloodied and the skulls I use for marks. I like them but sometimes they seem more work then not. Getting them under the minis in a close fight can be hard.

I'm not a fan of sticking stuff under minis. It sounds neat but generally slows stuff down too much. That said, I do like handing out tokens for status effects, but those go to the player to sit on their character sheet as a reminder. For me, as the dm, i generally slide a corner under a monster's mini so I don't forget. (I use laminated paper icons.)
 

Uhh... 4e hasn't even been out a year. How could you have GMed long enough to have a good handle on the rules and then been out of the game long enough to not feel comfortable with it?

Uh... becaue I GMed the old first adventure before the PHB came out and then ran Sellswords of Punjar and then ran a conversion of The Thief Lords Vault (from the setting boxed set, also in Punjar) and want to get back into the swing of things as opposed to having every player go, "I printz this off Dragon.... I want play Swordmage.... I want play Goliath Barbarian."

I'd like to start ... well, simple, and move on from there.

If the game is all about new mechanics, it cannot be my game. I'd rather go run Hero at that point as everything I'd need is in one book. If people HAVE to have something to complete their character, they can get someone else to GM.

In a few months after I've run things around for a while, sure I'll be more open to looking at the various options but to start, let's keep it simple.

In terms of setting... my grey roots are going to be showing. I tend to enjoy some of the non-build up material like the Dungeon Crawl World... I want to say it's the Known World but I know that's the old Mystara setting. Paizo's setting is also awesome. 4e Forgotten Realms? If I never read a FR book before and came to it with new eyes, I'd probably think it was interesting. As that's not the case, I find it a butchered pastiche of itself. If I did run FR, it wouldn't be 4e but something closer to the old Forgotten Realms where I could actually use most of the history/background in my vast library of 1st-3rd ed books. FR1 Waterdeep and the North anyone? :cool:
 

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