Help!! 1st time DM need advice!!

Raven Wintervale

First Post
Well I've finally decided to step up and try to DM a game for my group. So what do I from here? I've thought about buying a pre-printed adventure and just running that. Would that be a safe choice for a 1st time DM? If I do should I let the player use their current PCs or should I make them use the ones in the book?

On the other hand should I try to write my own? I've an interesting idea but I'm not sure what to do with it?
 

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Is this going to be a campaign? If so is it going to be a world of your creation or a published setting? Think about what type of heroes players should be and have them make characters along those lines. As a first time DM I suggest limiteng them to just things fromthe PHB as that will make things easier on you. Running a module is a bit easier then coming up with your own adventure, but running your own adventures are more rewarding I think.
 

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.

Follow this formula for a first level adventure:

Encounter 1: EL <= 1 (either a monter with a CR less than 1 or some kind of skill or RP challange)
Encounter 2 and 3: EL =1 (one of these should probablly be a couple of low CR critters or NPCs and one could be a single CR 1 critter)
Encounter 4: EL =2 (the big bads lts. or guards or a more significant obstcle)
Encounter 5: EL = 3 or 4 depending on how you feel about your ability and the PCs (this is the main encounter and should be challanging)

That will give you one reasonable single session adventure (maybe 2 depending on role play time). 2 of those should be enough for the party to level up, unless you give none combat XP.
 

Crothian said:
Is this going to be a campaign? If so is it going to be a world of your creation or a published setting? Think about what type of heroes players should be and have them make characters along those lines. Running a module is a bit easier then coming up with your own adventure, but running your own adventures are more rewarding I think.

Thanks for the suggestions Crothian. Well we're playing in Ravenloft but I was thinking of (for now) just running a one shot adventure in the generic D&D world. I have a lot of ideas for adventures and the thought of creating my own campaign world is tempting. But with work and school I doubt that I'll have the time, plus the work required is so overwhleming I wouldn't know where to start.

Crothian said:
As a first time DM I suggest limiteng them to just things fromthe PHB as that will make things easier on you.

I thought that might be safe since I doubt that I have access to the amount of books that the other players do. At least that way I'll know what to expect, especially since one of the players loves to surprise the DM with her off the wall and obscure PCs with equally off the wall and obscure equipment.
 

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.

Follow this formula for a first level adventure:

Encounter 1: EL <= 1 (either a monter with a CR less than 1 or some kind of skill or RP challange)
Encounter 2 and 3: EL =1 (one of these should probablly be a couple of low CR critters or NPCs and one could be a single CR 1 critter)
Encounter 4: EL =2 (the big bads lts. or guards or a more significant obstcle)
Encounter 5: EL = 3 or 4 depending on how you feel about your ability and the PCs (this is the main encounter and should be challanging)

That will give you one reasonable single session adventure (maybe 2 depending on role play time). 2 of those should be enough for the party to level up, unless you give none combat XP.

Thanks Stormborn.

I wasn't sure how many encounters I should have. Our sessions are usually 4 hours long, and sometimes we'll go two sessions with no combat and other times will have 5 battles in one session.
 

Raven Wintervale said:
Thanks for the suggestions Crothian. Well we're playing in Ravenloft but I was thinking of (for now) just running a one shot adventure in the generic D&D world. I have a lot of ideas for adventures and the thought of creating my own campaign world is tempting. But with work and school I doubt that I'll have the time, plus the work required is so overwhleming I wouldn't know where to start.

Then I suggest, running the adventure as a one shot but if it goes well and you and the players have fun then continue with a campaign.
 

Go to the WotC website and look through the free adventures there.

Then pick one and run it.

If it's your first time DMing, a published adventure will help you with details you probably won't think of otherwise.
 

DaveMage said:
Go to the WotC website and look through the free adventures there.

Then pick one and run it.

If it's your first time DMing, a published adventure will help you with details you probably won't think of otherwise.


Cool :) Thanks for the suggestion :D
 

Raven Wintervale said:
On the other hand should I try to write my own? I've an interesting idea but I'm not sure what to do with it?

Try. Go on. What can possibly go wrong? Even if you do run a dud adventure, it's just one dud. No-one gets hurt. It's not like you lose your job or anything. On the other hand, if it works out you will open up a very rewarding panorama of creative hobbying for yourself.

"Faint heart never won a fair lady."

One hint, though--if you want to devote cognitive effort to one area, cut down on the cognitive demands of other areas: concentrate. So if you run an adventure with a strong plot, use simple monsters and NPCs. If you run an adventure centred on NPCs and monsters with tricky abilities, keep the plot simple. In each encounter, use monsters with only one type of funky special ability that you aren't fully familiar with. Give yourself too many unfamiliar tactical options to deal with and you will dither, overlook possibilities, and end up running a slow game with opponents weaker than they ought to be.

And this brings me on to a second hint. Warn your players you are going to do this (otherwise they will feel as though they are being hard done-by). And then be stingy with treasure and experience points. There are several reasons:

1) Monsters and opponents with restricted options to use magical possessions are easier to run while you are inexperienced.

2) Slowing down the PCs' acquisition of extra powers through levelling and acquiring magical items gives you more time to practice with challenges at each level.

3) PCs with fewer feats, class abilities, and magical items are easier to oppose effectively while you have only nascent GMing skills.

4) It is much, much easier to compensate for having been too stingy than it is to compensate for having been too generous.

Summing up both hints in a single bold metaphor: "stick to shallow water until practice makes you a strong swimmer".
 

DaveMage said:
Go to the WotC website and look through the free adventures there.

Then pick one and run it.

If it's your first time DMing, a published adventure will help you with details you probably won't think of otherwise.

Do you have a link to these adventures?
 

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