DMing 24 hours after release! Am I nuts?

Zander

Explorer
I've told my D&D club that I'll DM a 4E game on 7th June, the day after its release. Because I'll be busy during the day on 6th June, I'll have less than 24 hours to digest the new rules. Can it be done successfully? Any suggestions on how best to handle this?

I wasn't a playtester so I don't have any advanced knowledge of the new ed. Also, I've avoided looking too closely at the 4E Lite because I don't want to learn anything that turns out to be wrong. I have been looking at official WotC info though.
 

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Well, if you have a FLGS you can get everyone to meet up at on the big day, you can ask about running the Game Day adventure, which is what I'm doing along with another DM that frequents the place near me :)

Also, Keep on the Shadowfell is coming out on May 20th, so that might be good to try. From what I've heard it's more of a 'move from 3.x to 4e' module than a 'completely new player' one.

Aside from that, I'd say get the books ASAP on Friday, read the PHB and DMG in that order, and give it a try.
 


seems ok to me...

did work with 3rd edition too... and i was a very inexperienced DM then...

however there was only the players handbook available at that time.

The only thing you need is an adventure which will work with whatever system you use. Mainly plot driven. ;)
 

Zander said:
I've told my D&D club that I'll DM a 4E game on 7th June, the day after its release. Because I'll be busy during the day on 6th June, I'll have less than 24 hours to digest the new rules. Can it be done successfully? Any suggestions on how best to handle this?
Well, you should pick up H1: Keep on the Shadowfell in a few weeks. It includes enough 4e rules to run it, and should give you a sure enough footing for the full game's release a couple of weeks after that.
 

Seems like a great way to learn the rules.

Stay on top of the previews until release day and you'll probably have a very good handle on things at the outset. Also, as Ww said, pick up Keep on the Shadowfell so you can at least poach the rules from there.
 


I'd do it. I think you'll be fine. If you can read fast, you should be able to skim the DMG before they're done getting characters made. Oh yeah, insist on making characters as a group, so they can catch each other's errors and nobody screws up too bad.
 

I think its entirely doable. Consider writing up your plot in advance- that doesn't really require rules given that the tropes of D&D haven't changed.

However, my policy in this situation is to declare that session 1 "doesn't count." I use it to get a feel for the game. If I happen to kill a few characters, then, oh well. It didn't count. If a player decides he actually hates his character's class, then change it- that session didn't count.

And if things go well, then we just decide that it DID count after all.
 


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