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Help a newbie DM?

Salad Shooter

First Post
I've played for years, but aside from one small session (that went nowhere, as I was unprepared for them skipping my hook altogether and going on their merry way...) I've never ran a game. This summer, I'm plotting a campaign that's to run on off days between sessions with our usual DM. I was just wondering if anybody out there would like to give any tips or hints on game design, running the session, DMing in general. I'm probably going to be running the game for 3-4 ~10th level characters. Any tips would be much appreciated! Thanks!
 

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Prepare well...but minimally. Try to think of any possible thing that could be done by the PCs, and at least get an idea of how to react to it.

It really depends on your style. I'm very good with just winging it. I do very little planning beyond a few NPCs and some general ideas, and as the players move through things, I react and do what is needed for both my goals for the game and thier own. I've found that its more fun when I DO wing it, because its almost the same kind of reaction the PCs have to things happening. I'm not completely sure WHAT will happen...but I have a general idea.
 


Your job is going to be ten times as difficult. By far the best advice I can offer is to start the characters at first level.
 

have a general plan on where you want the adventure to go, and then expect the players to totally bypass it and go a different way ;)

"No adventure survives contact with the players"
 

Take a look at the encounters you'll use. Make yourself comfortable with any special attacks/qualities, spell-like abilities and the like.

Know the characters (race, class, level) and the abilities they (might) possess. For instance, if there's a lv10 rogue in the party, a lock with an open DC of 15 wouldn't be worthwile.
Adjust your challenges accordingly. Think of encounters/traps etc. where some or all the PCs can shine, and some where they're in deep trouble.

Without further details I can't give more advice ;)
 

The first thing you need to do is get them into a dungeon.

There's a reason for that. Dungeons are where this stuff all started, and they're still one of the best places for new DMs to start, because they create nice, limited decisionmaking trees -- which make it a lot easier to prepare for what the PCs will do. They can either open the door, or not open the door, but they can't just wander off into areas you haven't prepared or even thought about, because there are walls there.

That becomes a bit more complicated at higher levels -- they will have spells that allow them to transport around and circumvent your desicion tree, but it's not as bad as it could be.

The other thing I'd recommend is that you buy something to run them through -- something from Dungeon, etc. If you're just starting out, trying to do it all will be overwhelming. There are a lot of great options out there -- just pick one that fits the tone of your game and run that. Once you've run one or two of those, start customizing them for your own game.

Good luck!

-rg
 

Can I talk you into starting with 1st lvl PCs instead of 10th level? The latter is a bit trickier to run, although I'm sure you can handle it.
 

My decision to go with higher level PCs is that we rarely advance very far in a game before we jump systems or something. I don't think any of the players have taken anything past 5th level. I wanted something different from our usual run of the mill game, that starts with an inexperienced PC and moves up, only to be dropped. Take on some things they've never been able to before, that sort of thing.
 

Most of the players would go easy on me, being my first shot at DMing. My usual DM might try and give me a payback for everything we do to him...but I'm, sure he won't do anything to throw me off, or to hurt the game. Course, they might get bored and teleport to East Bumblefrick....like I said, herding cats
 

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