DMing my first game in over two decades

joela

First Post
This weekend I'm going to DM my first DnD game under the new rules since AD&D 1st edition. While the adventure itself is pretty simple (i.e., military "asks" PCs to rescue platoon behind enemy lines), I'm nervous about all the rules (e.g., AoA, on/off hand-attacks, trip, grapple, DCs, etc.) I'm in several regular campaigns and am aware in all of them and how they work, but the DMs and many of the players are experienced in the rules (e.g., "don't forget to add buffs from the Bless spell, your +2 weapon, Player 1 & 2 assists, and that feat from Dragon magazine #XXX. Oh, and that feat from AEG's Feat book which I house-ruled last week. You forgot? Didn't you read my DnD Wiki this morning?")

Fortunately, I know most of the players, one of whom is my DM in a monthly game. I know he's willing to help with some of the rulings but it's my show.

Besides the rules, I have two other concerns:

1) A couple of the players are more role-players than roll-players. While I think I've put in plenty of opportunities to role-playing (especially as the PCs navigate through hostile territory), I'm concerned they may get bored with the (inevitable) combat.

2) While I'm sticking with the Core books for the PCs, I'm using Action Points from UA. I like the concept, especially having played too many games where dice rolls (and hardline DMs) derail perfectly good strategies and, worse, plots (e.g., "you missed the Climb check by 1? Sorry, your cleric fall, taking 6d6, leaving the rest of the party to continue its losing battle against the vampires.")


Any advice on running one's first session?
 

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First off, keep it as simple as possible. The players will find ways to make it complex. A friend of mine tried to run a group of us through a simple adventure from DMing for Dummies (a quite nice intro book for new-or-returning Dungeon Masters) and the game essentially ground to a halt when a novice druid in the group entangled everyone in combat. Whoops!

Secondly, make sure the combat is meaningful. If they're not the type to get antsy if they're not fighting, don't toss dire rats and random monsters at them. Make what they do have meaning, and make it be situations that further define their characters. They'll have fun.
 

For 1), encourage a dynamic description of combat, and allow some heroic stuff like Jumping on the dragon's tail and piercing its eye with a sword, that sort of thing. Value the players' input on this - from experience, "role"-players like to have input on the description of the combat and like when it's immersing: that's right in their ball park.

2) Use the action points to allow specific heroic actions that emphasize immersion. Spell this out clearly to the players before play, with positive undertones ("this allows you to input the game with your descriptions and cool ideas! Use them!"). In fact, the use of action points is particularly welcome with strategy 1) regarding role-players, above! :)
 

Don't sweat mistakes like, "oh, I forgot to add in the weapon focus feat for this bad guy." The odds are decent that they players won't even know you made one.

For the role-playing players, take your cue from them. If you have a few chances in there for them to roleplay and they take it, great. If they don't, do not try and force it. If they are aware you are scraping the rust off your DMing skills, they might take it easy on you. Of course they might not, but you should still take your cues from them.

Take advice from the other DM if you really need it, but don't let him or her take over. As you said, it is your show.

Ask for feedback when you are done.
 

Whizbang Dustyboots said:
First off, keep it as simple as possible. The players will find ways to make it complex. A friend of mine tried to run a group of us through a simple adventure from DMing for Dummies (a quite nice intro book for new-or-returning Dungeon Masters) and the game essentially ground to a halt when a novice druid in the group entangled everyone in combat. Whoops!

I have that book and I agree: it's an excellent primer. As for the Entangle: yeah, been there with Black Tentacles :uhoh:

Whizbang Dustyboots said:
Secondly, make sure the combat is meaningful. If they're not the type to get antsy if they're not fighting, don't toss dire rats and random monsters at them. Make what they do have meaning, and make it be situations that further define their characters. They'll have fun.

Same here. While I enjoyed random encounters when I was younger, I personally hate them now. (M-Us still get the short shrift in DnD, especially getting attacked after using all spells and without rest. Ugh.

I plan only two, maybe three combat events in my game at the most.
 


Odhanan said:
For 1), encourage a dynamic description of combat, and allow some heroic stuff like Jumping on the dragon's tail and piercing its eye with a sword, that sort of thing. Value the players' input on this - from experience, "role"-players like to have input on the description of the combat and like when it's immersing: that's right in their ball park.

2) Use the action points to allow specific heroic actions that emphasize immersion. Spell this out clearly to the players before play, with positive undertones ("this allows you to input the game with your descriptions and cool ideas! Use them!"). In fact, the use of action points is particularly welcome with strategy 1) regarding role-players, above! :)

Huh. Didn't think of it that way. I was considering Action Points more from the mechanics standpoint (e.g., add d6 per AP used; recall a prior used spell, etc.).

Could you provide more examples? The impression I got from your post is, for example:

PC wants to rush across the battle while switching weapons to aid a comrade. In DnD terms, that's two movement actions;free action to drop weapon; pull out new weapon as part of the second (or is it the first) movement action; then wait until the next round to roll against a DC 10 to provide the +2 assist roll. I could rule that, if the player expends an AP, he could provide the assist roll in that same round. Is that correct?

Thanks!
 



joela said:
Huh. Didn't think of it that way. I was considering Action Points more from the mechanics standpoint (e.g., add d6 per AP used; recall a prior used spell, etc.).

Could you provide more examples? The impression I got from your post is, for example:

PC wants to rush across the battle while switching weapons to aid a comrade. In DnD terms, that's two movement actions;free action to drop weapon; pull out new weapon as part of the second (or is it the first) movement action; then wait until the next round to roll against a DC 10 to provide the +2 assist roll. I could rule that, if the player expends an AP, he could provide the assist roll in that same round. Is that correct?

Thanks!

Yes, you could do that. You could also allow extraordinary actions such as:

This was actually played in game (but using another mechanic, i.e. stunts/challenges of IH in a DnD game, but the end results the same, thus adapted to the example):

DM: You see the Dragon landing on the gargantuan branch of a dead tree you're standing next to. It shakes its wings and spits a huge greenish cloud that sprays over you. You feel yourself suffocate, your vision becomes blurred... [roll saves, assign damage]
Player 1 [Monk made his save with Evasion]: Alright! I duck under the branch, tumble under it, seize the dragon's tail and use it as a spring board to propulse myself at the level of its head. I punch the eye as hard as I can with a loud battle cry! [I spend an Action point on it!]
DM [tumbling move action, seizing the tail standard, attacking standard. Rules the spending of an Action point allows the player to do this in a single round with a tumble check and attack roll] [Player 1 rolls and succeeds at both rolls, scores critical hit]: You tumble, use the tail as it slaps back and forth, fly through the air and punch the beast in its eye! It explodes in a blood pulp, and you hear a loud cracking sound behind, the Dragon spits and screams in anger.
Et cetera.

The point being to use the Action points as a way to circumvant the rules for better dramatic effect and immersion. With the right players (who like action, immersion and like to have some measure of freedom when their descriptions of their character's actions follows), this works wonders.
 

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