Learning to DM - Adventures/Modules to help


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Its quite all right to declare 'practice', too. "Okay guys, we're going to run a one-shot/practice adventure today. Here are some characters..."

Likewise, its okay to practice on your own: you can get a good idea for what some of the mechanics 'look like' just by setting up and playing on your own for an hour or two.

Thirdly, your local gaming shop might well have a weekly game that's being run in it, which you would be welcome to join; if you explain your plight to the DM he may be willing to offer some advice, etc.
 

Just be a bit cautious about 3.0 modules v. 3.5 modules. There are
some differences in them.

For instance, someone recommended the Idylls of the Rat King from Goodman
Games -- but it won't be upgraded to 3.5 until early next year.
I'm running the 3.0 version of the module in a 3.5 game -- and you *have*
to change the damage reduction in it or things get impossible for the characters.

Try to make sure the modules and source book versions match until you're ready to take
a conversion on.
 

I just got my big batch of goodies from FFG - if you can pick up DungeonCraft and CityWorks QUICK! For a beginning GM these books would be invaluable. Even just skimming through, I've found stuff that will be useful, and I've been GMing for most of my gaming career.

They will help immensely in not panicking.
 

Try reading Uncle Figgy's guide to gamemastering. Its free, from a web site. Don't know the URL off the top of my head but try Google. Also, www.roleplayingtips.com is really good. Check out some of the articles from there.

Another tip is read through the combat section of the PHB. Attacks of opportunity can be tricky at first so its good to get a handle on combat. Everything else you can read at it comes up. Particulary spells. I'm still not sure of all the spells and how they work.

Just my 2 coppers...

Mike
 

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