Help!! 1st time DM need advice!!

First time GM?

Just for S&G, I'd say grab Goodman Game's adventure with the rats in it, it's a 1st level thing, have the players make characters straight from the Player's Handbook rolling the old 4d6 for stats, and see how that goes.

If it goes well and you feel you can handle that level of detail (maps, monster stat blocks, treasure, etc...), do your own thing.

If not, grab another Goodman Games book. I think they're perfect for helping people get some of the game mechanics down when first starting.

Heck, you might want to grab the basic set for the map tiles and non-random minis and run with that.
 

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Agback said:
Hear! Hear!

Get confident with GMing the core material before you introduce any extra complexities. Start out with the core classes, core feats, and a restricted subset of the core monsters and magical items. Don't try to learn to use the fancy extras before the basics are second nature.

It doesn't matter how sad their puppy-dog eyes get, do not permit PCs to use, and do not generate NPCs that use prestige classes, funky classes out of supplements, or any other what-have you until you have a really strong grasp on how the basics play out.

This is such good advice that it can't be repeated too many times.

Do not introduce new or house rules until you are comfortable with the core. Do not allow prestige classes at all, and consider whether or not you might even exclude some of the core classes. There is nothing wrong with allowing no classes beyond fighter, rogue, cleric and wizard, especially if that will allow you to concentrate on the story instead of spending each session with your nose in the core books. If you decide that you feel confident enough to include prestige classes later, there will be plenty of time to add a select few to your game, and even to integrate them into the plot.
 

Stormborn said:
Write your own. It will be easier for you as a new DM to keep up with everything that has to happen. Either pregen some 1st level PCs or the players make their own using ONLY Core material. Trust me it will be easier for you to limit options at first and later introduce things in.
Nothing personal, but I couldn't disagree more. If you've never DM'd before, running a premade 1st lvl module is really important. Designing an adventure and running a good game are two totoally different things. Work on being a good DM before you start trying to be a game designer. If you really must flex your creative muscles, add or change 1 or 2 encounters to get the hang of it.
I would suggest a module like Necromancergames' "Crucible of Freya", Goodman Games' "Idylls of the Rat King" or one of the many good 1st level adventures in Dungeon magazine. For the most part, these adventures are not only premade but also include tips for DMs you will find invaluable, such as monster tactics, NPC motivators, and suggestions for expanding or extending the adventure. And dont forget to add a Flail Snail!!
 

For the new DM I would suggest the following:

1) Play at a relaxed pace and tell the players up front to expect exactly that.
2) If you don't know a rule, stop and read the rule before making a call; it is easier if you just go through the painful process of learning a rule the first time than it is to start changing the way things work in your campaign. Don't be afraid to crack open a book.
3) Even though understanding the rules is very important (you have to know them before you can know when it is okay to break them, but that's a different thread altogether), don't lose focus on the goal: fun. But that is fun for the players AND the DM.
4) Be stingy early and solidify your control of the game. It is easier to be more generous later than it is to strip items/powers/etc. from the PCs later. The players will thank you for your new found generosity as opposed to cursing you for nerfing them.
5) Don't be afraid to utilize blue-bolts from the heavens or ethereal mummies with rot grub to keep those pesky players in control; works for me at least.
 

Develop your own campaign world and adventure. It is far more rewarding.

Always keep in mind that the players are there to be entertained. Start with what interests you (in terms of story, roleplaying opportunities, etc). If you're inspired and interested when developing something, that is a good indication that you're on the right track.

Resources are always good for inspiration and suggestions. Try some of these:

roleplayingtips.com

2nd edition catacombs guide (had some great GMing info)

Game Mastering Secrets - http://www.fudgerpg.com/products.html

and lastly...the EnWorld boards. Browse through some of the threads and click on ones that interest you. I've found that EnWorld has some great GMs with original and creative ideas that they're willing to share.

If you need a map, you can find some on the Wizards site (under the map-a-week section):
http://www.wizards.com/default.asp?x=dnd/mwa/archive2004

Also, feel free to use mine if you're so inclined: http://www.lamegamer.com/maps/stonelands_map.htm

Use character portraits as props:
http://www.wizards.com/default.asp?x=dnd/arch/pc
 

Grimstaff said:
Nothing personal, but I couldn't disagree more. If you've never DM'd before, running a premade 1st lvl module is really important. Designing an adventure and running a good game are two totoally different things. Work on being a good DM before you start trying to be a game designer.

See, this is somethign I don't understand at all. From my experiance, and that of several others I know, running a premade adventure is MUCH harder for a new DM than running somethign they made on their own. If you made it on your own you understand every bit of it, or can if you took your time; if its premade there might be things in there that you don't. It has nothing to do with being a game designer (BTW designing an adventure and designign a game are to totally different things, one takes what exists and organizes it the other creates somethign new from scratch). Being a good DM means understanding the adventure you are going to run, and all the moster and NPC variables and possible plot twists, and being able to impliment it to the best of your ability. I have never had an experiance where that was easier to do with a pregen than it was with something I made up on my own. Now, if you had never played the system or an RPG at all before it might be different, but an experianced player but new DM, I firmly believe, is better off coming up with a simple adventure on thier own than running the average pregen.

EDIT: Raven, let me add that Grimstaff's suggestions of modules are all excelent for 1st time DMs if you feel more comfortable with those. If you do decide to make up your own I wouldn't try to much the first time out. You might want to see how well you handle running a simple game before you start introducing the plot/campaign you have in mind.
 
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OMG! I didn't think that I'd get so many responses. All the advice you all have given so far has been really helpful. Thanks also for all of the really helpful links. I'm still debating over running a prewritten adventure or writing my own. There seems to be valid arguments for both. Maybe I should do both. I was thinking that if I could find a prewritten adventure that was similar to what I had in mind, I could use that as a sort of "base story" and then expand upon it. Has anyone done that? If so, did it work out well?
 

Raven Wintervale said:
I was thinking that if I could find a prewritten adventure that was similar to what I had in mind, I could use that as a sort of "base story" and then expand upon it. Has anyone done that? If so, did it work out well?

That is what I suggested. I do this all the time.

And don't forget you can mix two+ adventure ideas in one - adventures do not need to be linear. In my campaign, I have always 2 or 3 adventure path mixed between them. The trick is to make sure people follow at least one lead, then when it is over, go back to the second lead. But it should not confuse the players with too many choices ;)

Joël
 

Raven Wintervale said:
OMG! I didn't think that I'd get so many responses. All the advice you all have given so far has been really helpful. Thanks also for all of the really helpful links. I'm still debating over running a prewritten adventure or writing my own. There seems to be valid arguments for both. Maybe I should do both. I was thinking that if I could find a prewritten adventure that was similar to what I had in mind, I could use that as a sort of "base story" and then expand upon it. Has anyone done that? If so, did it work out well?

First off, Congrats (or Conga-Rats....boom cha-cha-cha) on your appointment to DM.

I highly recommend doing both -- the pre-gen adventure will give you a feel of
how the game should flow and will answer a lot of questions that come up
in game that first-time DM's may not think of .
"I kick in the door -- how thick is it?"
"How high is the ceiling?"
"We camp out for 20 hours ... hope there aren't any wandering monsters..."

Goodman does great modules and have all this stuff ready for you when you
need (incl. random monster tables, all the monsters listed up fronts, alternatives
to starting the adventure, etc.)

Add your own stuff as you see fit --- in one Goodman adventure, there was a
dead halfling .... while the characters searched the room, I made up a)where
he came from, b) what they would find on his body to lead to the next
adventure c) made a good plot hook for an adventure 4 months down the road.
(PS Goodman is great at this too -- leaving you enough breadcrumbs to
expand upon. Not a Goodman rep. but just a satisfied client!)

My only extra suggestion, after reading your other thread, is to know the
rules as best you can. Read up on the "generic" tricky parts (AoO, grappling, etc.)
and the tricky parts specific to your adventure (invisibility rules, lycanthropy rules).

If you don't, get ready to adjucate quickly and without mercy! Most games, I feel,
are bogged down by arguing over the rules. If you make a mistake, come back to
the table next week, lay it out and correct it for future games -- don't fret on the past.

Here's To your Luck and Skill, Raven!

-D
 


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