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Dm quit, should I take over?

Kapalen said:
I'd really like to run a fairly low-magic possibly evil campaign.

If you want to run a low-magic campaign, remember this: Spell-casting classes without magic items are better than non-casting (or weak-casting) classes without items. Much better.

If you want to run an evil game, make a house rule that says "No PC can attack/murder/steal from another PC." Or something like that. Unless that's what you want. ;)
 

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To add what has already been the overwhelming comment...

start at first level but maybe find a way to tie to to the current campaign and don't 'sell it' as 'we're starting back at first" but rather, 'we're doing a story about their apprentices' or something like that. or something happening 'elsewhere' that will allow for less resistance from the players since they won't feel like they are abandoning their original PCs (and leaves that option open for you) while still allowing you a much easier time to feel your way in.

it also allows for any changes in house rules or effects that your old dm may have had that you may not want/want to modify/etc since there will be different characters. (i.e. if any of the current characters has a special magic weapon that you may not want to deal with or would be too powerful in the style that you'll implement).

anyway, just my two-sleep-deprived-cents ;)
 

Yep, time to shake the Etch-A-Sketch.

That said - Have a blast! DMing is my favorite part of the game, though there are times that I would give my eye teeth to play once in a blue moon.

The Auld Grump
 

My advice is to start over with a 1st level campaign. You could always find a more experienced DM. I have tried to run high level as a noob and it is not easy at all. It could make you swear off DMing ever again.
 

*hop*

I'm now officially on the "Start-with-a-low-level-campaign-for-your-first-stint-as-a-DM" bandwagon.

There's a learning curve to the fine art of being a DM, and its easier to learn when the slope is pretty flat.
 

Yep, start at 1st.

If you aren't an experienced dm, it will be nigh-impossible to run a good high-level campaign at first. Plus, it's very satisfying to build the group up from 1st level.

You might expect a lot of resistance from others, but if the choice is a new campaign or no campaign, they'll prolly be willing to bend on it. ;)
 

In addition to starting at first level, you might want to consider recruiting a replacement for the player who is leaving. Adding a new player will also make it easier to restart at first level because it's not really the same group.
 

Kapalen said:
I'd really like to run a fairly low-magic possibly evil campaign.

Probably not the best idea for a first campaign. Is the old DM quiting gaming or does he just not have enough time to run a 18th level campaign anymore. It's a lot less work to be a player, he should at least be invited.
 

I almost posted yes without even reading the original post.

After reading it, I still say yes, but you should start over with 'your game' rather than continuing the existing one. The players will be much more attached to those characters than new ones, so it will be harder for them to let mistakes or problems slide. Mothball those characters with some good notes and come back after you know you can reliably DM for this group.

If they are unwilling to play new characters, then they are not flexible enough for you to cut your teeth on as a newbie DM.

Edit to say: If you do start a new campaign, I'd recommend a stereotypical adventuring group, good guys, classes close to core, nothing fancy right off the bat. I'd also recommend starting at a level higher than first (maybe 4-6), and allowing some LA races if you desire to try something different.
 
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Well I'm just going to add to the chorus of mothball the 18th level stuff and start with a new campaign at low level, doesn't have to be 1st if you're experienced and have good rules knowledge, but I would keep to low (max of 3rd/4th).
 

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