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<blockquote data-quote="ArwensDaughter" data-source="post: 6812499" data-attributes="member: 6804968"><p>Flag rules you think you will refer to often, and the pages with the maps. </p><p>If you don't have the DMG and PHB, download the free basic rules, at least for DMs and read through it.</p><p>If you will have a larger group, read through the encounter guidelines in the DMG (can't remember if they are in basic DM rules) and figure out how to adjust encounters. Keep in mind that new players aren't likely to know yet how to best use their abilities, so an easy encounter by the numbers may prove to be a medium or even hard one. </p><p>Run off copies of the spell book in the free player rules for spell casters to refer to. (Or have them load it up on their tablet or phone)</p><p>Be prepared to wing it; it's ok to make rulings on the fly rather than spend 15 minutes looking for the relevant rule.</p><p>Decide what rules you aren't going to worry about. I chose to ignore encumbrance, opportunity attacks and reactions, because I was already somewhat overwhelmed with learning the ropes. (I played ad&d in the 80s a bit, but hadn't played since until last year)</p><p>If you have access to the DMG, there's a section on running an adventure that's helpful.</p><p>Talk with your players about the three pillars (interaction, exploration, combat) and that the goal of the game is to have fun making a great story together.</p></blockquote><p></p>
[QUOTE="ArwensDaughter, post: 6812499, member: 6804968"] Flag rules you think you will refer to often, and the pages with the maps. If you don't have the DMG and PHB, download the free basic rules, at least for DMs and read through it. If you will have a larger group, read through the encounter guidelines in the DMG (can't remember if they are in basic DM rules) and figure out how to adjust encounters. Keep in mind that new players aren't likely to know yet how to best use their abilities, so an easy encounter by the numbers may prove to be a medium or even hard one. Run off copies of the spell book in the free player rules for spell casters to refer to. (Or have them load it up on their tablet or phone) Be prepared to wing it; it's ok to make rulings on the fly rather than spend 15 minutes looking for the relevant rule. Decide what rules you aren't going to worry about. I chose to ignore encumbrance, opportunity attacks and reactions, because I was already somewhat overwhelmed with learning the ropes. (I played ad&d in the 80s a bit, but hadn't played since until last year) If you have access to the DMG, there's a section on running an adventure that's helpful. Talk with your players about the three pillars (interaction, exploration, combat) and that the goal of the game is to have fun making a great story together. [/QUOTE]
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