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Dm quit, should I take over?

It always strikes me as strange that more GMs do not insist that their Players GM for them.

GMs are people too and most of them enjoying time on the other side of the screan.

I realize it takes a lot of time, work, and patience to GM, but dam guys do you think its fair that a guy put in hours of away from the table time to write/read adventures to entertain you?

Its been my experience that some people are just not GM material, and some are just selfish and uncaring about repaying that debt. Don't be afraid to give a little of yourself so that others can partake in the game.

(I hate GMing, but I do it so that our other GM can have some Play time. My wife has GMed in the past to allow the two GMs to Play side by side.)

Taking over an 18th lvl campaign for a new GM- don't, just start up your own game, and ask the Players to be kind and help you out. You are all at the table to have fun.
 

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ok since you dont want him to be that powerful what would you like us to be...... I guess we are still playing tomorrow and we can "talk" about what we are going to do

GO TO SLEEP!

Hey man ask senoir for my books ( if he still has them) or see if he has any other books of ours. I think he might have the planer handbook (maybe). cya later dude
 

For the love of all that is holy.

1st level.

Good PCs.

Core classes.

Start at 2nd-3rd level.

Core races only.

Or else you'll be back here within two months with: "My group is making me crazy." and "I'm going up for 20-Life for killing one of my players." threads.

Lock the whole thing down, play entirely by the RAW, AND I'd suggest running a few pre-generated modules. You can find some for free on Wizard's site.

Do whatever you can to make it as easy as possible.

--fje
 

Raloc said:
Hrm...I'd say start at first as well. That said, making engaging scenarios for first level is very challenging due to the high death rate of the party (assuming the party doesn't have a cleric, that is, which has been the case for every campaign I've played in in recent memory).

Hmmm, I have never found this a problem in 1st level games.

For me the danger zone is around 5th, when the PCs and the bad guys both start getting some serious magical firepower.

The Auld Grump *Insert long diatribe about fireballs and oriental castles with paper interior walls here.*
 

18th level player characters have a world of compromises and rule decisions from another DM that you weren't party to.

Be clear: You will only DM such and such a type of game. Suggest another setting perhaps or another time, even a game break or a board game for a session or two.

"I will DM a 1st level adventure set on a sea coast in two weeks." They can think about character types for a week then roll up chars a week before the start. You get 2 weeks to prepare and get an idea of what the party will look like halfway through the preparation.


Dont say yes and then negotiate. They will feel cheated and you will feel abused. Make the game the beginning of your creation not the faded continuation of someone else.


Start low level on the boarders of a situation that you find interesting and can tell well.

Sigurd
 


Some thoughts:

1. A new DM should NEVER DM anything over a 3rd level party until after a few games. When DM's suddenly realize that they don't know how to run a game, overbearing players take over and then you're stuck playing with people who manipulate the game in bad ways..you will lose players, and suddenly hate DMing.

2. If you DM, run a published adventure (DUNGEON magazine is my suggestion). When new DM's take over and try to wing things, players drop out because it sucks no matter how creative you are.

3. A new DM should ONLY use the core rules for the first few games. Don't let players play monsters and crap or you end up with problem # 1 above and you lose more players.

4. It's important that one person be in charge of organizing the game (usually the DM). If you take over, make sure that YOU DETERMINE THE FUTURE OF THE GROUP. Most players ar e looking to just show up and game when they can. "Committee-style meetings about scheduling and 'democracies' do not work for gaming. There needs to be some leadership/dictatorship/facism when it comes to scheduling.

5. Instead of just randomly asking what people want, come up with a plan and find out how they would like to use YOUR PLAN to suit their tastes. Dont' let them decide your game. Again, most players just want to show up and play in a D&D world. Tell them that you want to add a lot of 'flavor' to the game and you'll have their attention.

6. Again, don't DM anything higher than 3rd until after a few games. YOU WILL LOSE CONTROL. DMing isn't about knowing the rules. It's about how to run the game, pay attention to players, come up with ideas to make existing published adventures more in-depth, keeping combats flowing, controlling 'less-effective' players, etc.


jh


..
 

My recommendation: Tell the others you're willing to take over, but you want to cut your teeth on a low level game. Suspend the 18th level campaign for a few weeks/months and run a low level one to get your feet wet.
 


If the PCs have a major villain to fight, let this villain lure those PCs to an "artifact".
This artifact is supposed to be used to defeat the villain, but it is all a trap.
It is really an evil artifact that feeds on the powers of those around it (the PCs).
The PCs start again as level 1, with an evil guy to fight.
The evil guy is sure he has already won, so he won't search for the PCs (they are not a treat now), instead he will work on his own agenda.

You now have a bunch of 1st level PCs with a strong background, and a great fearsome and HATED villain for them to fight.
 

Into the Woods

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