First Time DM

Rufio

First Post
So I've decided that I'm going to start hosting a 3.0 campaign, since the local DnD group is only having one more session before we start a Vampire RP. Nothing wrong with that, it's actually rather fun, but it's not as nerdy as straight fantasy roleplaying.

I'm using the Burning Plague module for the first adventure, but I took some liberties in the story and added a thing or two, which I'd be happy to share with you guys if you'd like. I also drew a map of a little subcontinent for this world I'm developing (slowly of course), and would love to show everyone. I love mapping.

Now I haven't been playing DnD for very long at all, but I'm sure I can do this (though my speech skills need work. I'm usually quiet). But I do know I'm going to have questions. Lots of them. And whenever I think something goes bad, I'll bring it to you guys so I can hear some advice from the veterans.

I'll post questions if they come to be before the first session we have next week, which I'll be describing in detail.

Oh yes, and any suggestions for me are appreciated. Thanks :3
 

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You might want to run a couple of skirmishes that have no real meaning- IOW, are not part of the adventures you're planning on running- just to make sure everyone gets a handle on the combat rules.
 

Fear not the players nor their 20sided, you are DM, you are, in game terms atleast, God of the table, but be warned, this power can corrupt

Also, great adventures to start out DMing are really basic, a few traps, a few monsters, some treasure, no crazy story line, not yet anyways, just have the PCs blow things up underground for a weekend, try to get a handle on combat rules in minor battles, but mostly, HAVE FUN! oh...and snacks, always have snacks
 

You might want to run a couple of skirmishes that have no real meaning- IOW, are not part of the adventures you're planning on running- just to make sure everyone gets a handle on the combat rules.

I thought about doing that, but these guys catch on pretty quickly and combat will be forgiving enough to learn while playing. Thanks ;3

Fear not the players nor their 20sided, you are DM, you are, in game terms atleast, God of the table, but be warned, this power can corrupt

Also, great adventures to start out DMing are really basic, a few traps, a few monsters, some treasure, no crazy story line, not yet anyways, just have the PCs blow things up underground for a weekend, try to get a handle on combat rules in minor battles, but mostly, HAVE FUN! oh...and snacks, always have snacks

Yes, snacks are important. :3

Make sure everyone understands that you have the final word on all disputes at the table.

That's something I picked up the first day I started playing. Thanks for the input though ;3
 
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I'm using the Burning Plague module for the first adventure, but I took some liberties in the story and added a thing or two, which I'd be happy to share with you guys if you'd like. I also drew a map of a little subcontinent for this world I'm developing (slowly of course), and would love to show everyone. I love mapping.

I am a big fan of the Burning Plague module, makes a good starter adventure and as you've found, you can easily add on to things to help give it more depth and make for an even better launching point for a campaign. Good choice!
 

Don't be afraid to kill. Or to fudge the dice for whatever outcome you want. And definitely don't be afraid to do something completely different from every DM you've ever seen ("Um, sorry, this red dragon breathes acid!").

Most common mistake I've seen for new DMs is how to start encounters. Make sure you understand how that all works.
Many new DMs set up for an encounter and then have PCs make Spot/Listen checks afterward. So the players know there's an encounter and start doing all kinds of stuff to force it. Instead, make the Spot/Listen checks and then set up the encounter accordingly. If they make them really well, you might have them surprise the bad guys. If they fail really badly, then they've just walked into the trap and are completely surrounded.
 

i've found that, when making a new campaign with new players, it's always fun to get everyone to roughly hash out 2 or 3 PCs each. nothing serious, just light stats and whatnot. then, each chooses one and begins the adventure. if someone dies, they reach for another sheet. or, during a rest or other downtime, they can swap out to another character to see what gaming with a different person and set of rules is like.

this way, i try to let people see how different characters handle and what their limits and abilities are. then, when everyone's settled on an idea - usually not the same they went in with - we start the adventure normally. another benefit is to use kid gloves on them during this probationary time, but ensure they get enough xp to level whomever their favourite choice of character is. that way, even low-hp mages won't get taken out by a lucky spear hurled by a kobold.
 

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