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<blockquote data-quote="TheClone" data-source="post: 5243558" data-attributes="member: 90399"><p>My greatest pain in the ass before dming is reading the damn books. And for D&D you do not only have to read player books, but there is also a DMG. So maybe it helps to make an abstract presentation about the DM tips WotC gives.</p><p></p><p>The second issue is experience. You need to do it to learn what works for you and what does not (and not only therefore the camp is a great idea). You could give the other to-be-DMs the basic facts: Group level, player number and encounter toughness (or even XP budget) and maybe a roughly sketched room (size, entrances and whether it's a dungeon, a temple or what else). Then have them build an encounter. Select monsters, place them, set up tactics. Afterwards let them flesh out their room (or some pregenerated you give them). Let them make up a description of the rooms that can be presented to players. Maybe it is a good idea, if using a pregenerated room, to have 2 (or more) of the guys use the same room to be able to compare or get more creative input from the other guy with the same room. But that may also end up in a nasty competition (nasty because you can't judge or rank creativity easily). In the end you may even play some of them, if there is enough time to see how it works out. It's all about hands on experience. When you try to DM you will see it's much easier than you thought.</p><p></p><p>This camp may then solve how to dm encounters, which is fairly enough for D&D Encounters as I see it. Camp level 2 then would be "How to build adventures and campaign".</p><p></p><p>And by the way: Will the guys be "certified DM" afterwards?<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="TheClone, post: 5243558, member: 90399"] My greatest pain in the ass before dming is reading the damn books. And for D&D you do not only have to read player books, but there is also a DMG. So maybe it helps to make an abstract presentation about the DM tips WotC gives. The second issue is experience. You need to do it to learn what works for you and what does not (and not only therefore the camp is a great idea). You could give the other to-be-DMs the basic facts: Group level, player number and encounter toughness (or even XP budget) and maybe a roughly sketched room (size, entrances and whether it's a dungeon, a temple or what else). Then have them build an encounter. Select monsters, place them, set up tactics. Afterwards let them flesh out their room (or some pregenerated you give them). Let them make up a description of the rooms that can be presented to players. Maybe it is a good idea, if using a pregenerated room, to have 2 (or more) of the guys use the same room to be able to compare or get more creative input from the other guy with the same room. But that may also end up in a nasty competition (nasty because you can't judge or rank creativity easily). In the end you may even play some of them, if there is enough time to see how it works out. It's all about hands on experience. When you try to DM you will see it's much easier than you thought. This camp may then solve how to dm encounters, which is fairly enough for D&D Encounters as I see it. Camp level 2 then would be "How to build adventures and campaign". And by the way: Will the guys be "certified DM" afterwards?:cool: [/QUOTE]
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