Help DnD 12 year old DM

Hey there,

I think I started DnD around age 12. Good times :)

Anyways, I've always wished there'd be a good how-to DM guide for beginners, but the truth is, that the best way to learn to DM is to be a player first. I never had this luxury (nor did many other gamers I know), as I live in the countryside, and have had a hard time finding gamers. I cherish the times that I'm able to play as a PLAYER and not as DM, as they're great learning experiences. You get to see how other people do stuff, and maybe learn some tricks. So, try to get into games if you can, otherwise, look at examples of play (there's one in the DMG), and surf the boards here for DM tips and the like.

For mapping, I have a map from Chessex that you can draw on with overhead markers. It's covered in squares and is great for dungeoning because you can draw in and change things as they happen, and reveal the map little by little. I use miniatures as they can help the characters visualize their actions and such.

For NPCs, well, my group prefers combat, so NPCs (non-enemy ones, that is) are kind of few and far between. However, I'm working on switching them over to a more role-playing-oriented, rather than roll-playing-oriented environment. When running NPCs, make them distinctive. Give them different voices, maybe you'll have a Gimpy Tony, or maybe that beggar is wearing an eye-patch and can only whisper due to some medical condition. Make them people.

And, uh, let's see...Oh yes. About the world map and such. As others have said, don't fret about that yet. Concentrate on your local area. And be prepared to make stuff up on the fly. Maybe figure out who some of the large powers of the world are. Big guilds and such.

Anyhow, good luck in your ventures! :)

-Paul
 

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Well if you are just starting out I think a good thing to do would be keep it simple.

Use a prepublished module. WotC official Modules seem to be the most clear cut ones to use. I would advise against trying to run a self created module your first time out. Use the first adventure to help figure out your own style, what things you feel your group needs to focus on.

House Rules. Everyone needs a clear cut list of house rules that define where the line is drawn in your game on alot of important issues. Especially Mistakes made. In my game, if a mistake is made, it is not corrected in the past, just held for consideration in the future.

Prepare, do not try to wing it through an adventure you have never read, preparation is one of the most important things for a DM, it lets you make transitions between all kinds of material quickly.

Mapping: Graph paper is cool, I have a large dry erase board I have put a 1x1 inch square grid map on. My PC's map out in front of them as they go to scale with the character tokens, it makes it very simple to always determine their positions and conduct combat effectively.

Have Fun, the DM does not have to be the serious one all of the time.
 

Wow, that Jamis Buck NPC generator rocks. REALLY rocks. I think campaign and adventure preparation time could get cut in half by that alone. I'm sorry I didn't track it down earlier.

6 Mind Flayer Bard/Paladins at the press of a button.

Wow.
 


And of course if you need modules on the quick, you could use one of the Mini-Encounter Modules.

Admittedly some aren't perfect and they're all short, but especially at low levels you should be able to find at least one that is perfect for your party and good for an hour or a half.
 


Ladies and gentlemen of the class of 2002
use ninjas
if I could offer you only one tip for the future
ninjas would be it
the long-term benefits of ninjas have been proved by playtesters
where as the rest of my advise had no basis more reliable than my own
meandering experience points
I will dispense this advice now
enjoy the power and the beauty of your orcs
oh never mind, you will not understand the power and the beauty of your
orcs until they've faded
but trust me, in twenty years you will look back at piles of dead orcs
and recall in a way you can't grasp now
how much possibility lay before
and how fabulous those orcs really looked
you are not as low level as you imagine
don't worry about the random encounters
or worry but know that worrying is as effective as trying to achieve godhood by picking tavern fights
the real troubles in your life are apt to be things like doppelgangers or pirates or doppelganger pirates
the kind that blindside you at 4pm some idle Tuesday
do one thing everyday that forces a will savings throw
sing (DC 20)
don't be reckless with other party members' cohorts
don't put up with mouthy NPCS
floss (DC 20)
don't waste your time on hobgoblins
sometimes you're ahead
sometimes you're behind
the dungeon is big
and in the end it's only with yourself...and the dragon
remember adventure hooks you receive
forget the ogres
if you succeed doing this
tell me how
keep your old treasure maps
and throw out your cursed items
stretch (DC 20)
don't feel guilty if you don't know what to multiclass to
the most interesting characters I know didn't know at level 12 what they wanted to do with their classes
some of the most interesting level 20 characters I know still don't
get plenty of gold
be kind to your followers
you'll miss them when they're dead
maybe you'll get raised
maybe you wont
maybe you'll be turned into undead
maybe you wont
maybe you'll have your soul ripped out
maybe you will advance to godhood when you reach your 75th level
whatever you do
don't underestimate pissed kobolds too much
or the power of an anti magic shell either
your choices are half chance
so are everybody else's
enjoy your vorpal sword
use melee attacks every chance you can
don't be afraid of it or what other people think of it
it's the greatest instrument of destruction you'll ever own
dance (DC 20)
even if you have nowhere to do it but in your own keep or stronghold
read the scrolls
even if you get cursed every once in a while
do not use the deck of many things
they will only get you killed or worse
Fighter and wizard together we'll make it through
some day a celestial will take you and guide you there
I know you've been harmed but I've been waiting with a heal spell
and I'll be there just helping you out for a share of the loot
whenever I feel like it
get to know your NPC mentor
you never know when they will turn on you
be nice to your party members
they're your best link to your survival and most likely to stick with you for the rest of the dungeon
understand that party members die and steal
but with a precious few you should hold on until they return your loot
work hard to bridge the gaps in between the 5th and 6th levels of Castle Doom's Dungeon
because the older you get the more you need magic items to keep your str, dex, and con up
Play in Forgotten Realms once
but leave before it makes you munchkin
play in Ravenloft once
but leave before you fail two power checks
travel (DC 20)
accept certain inalienable truths
Raise dead will cost you
DMs will cheat
you too will face rust monsters
and when you do
you'll fantasise that when you weren't so screwed
Raise Dead was cheap
DMs liked you
and you didn't have mummy rot
Don't piss off high level NPCs
don't expect anyone to not betray you
maybe you have a wish ring
maybe you'll have a wand of horrid wilting
but you never know when either one will run out
don't mess too much with your character sheet
or by the time you're level 12 it will be unreadable
be careful whose rations you buy
but be patient with those who sell potions of healing
Presige classes are a form of cheating
or at least it is in my campaign
we never had them back in the day
you ungrateful little punks
3e is horribly unbalanced
but trust me on the ninjas
They totally rock.
 
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Re: thanks and hehe

GWolf said:
Well 4 books of my collection I downloaded from morpheuse (Sword and Fist,Hero Builder Guide,Defenders of Faith,and tome and blood.)

Make sure you actually purchase the ones of these you use most... we need to keep the companies in business, cause they makes the games that makes the peoples fall down.

I mean, they make the games you play.



:D
 


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