Mitchbones said:Im willing to spend up to $100 (my guitar money :'( ) on books and materials for this group...I was thinking about getting Ebberon, but i dont know much about it....
IOW don't overload yourself. The players have no idea what you have and haven't prepared so use that to your advantage. Make it seem like you've done more than you have while doing the minimal work needed to get the game up and running.First Rule of Dungeoncraft said:Never force yourself to create more than you must. (Create only those details that are immediately useful.)
The reason for this is to give a feeling of depth to your world. And because players love uncovering secrets!Second Rule of Dungeoncraft said:Whenever you fill in a major piece of the world, always devise at least one secret related to that piece.
And on a related note, see the section in your DMG entitled "The DM's Best Friend"Third Rule of Dungeoncraft said:Whenever you have no idea what the probability of success in a given situation should be, it is 50%.
It's a game the payers and their characters both need to have fun.Fourth Rule of Dungeoncraft said:Always challenge both the players and their characters.
This is another way of saying don't get bogged down in the rules. It is better to keep the game moving forward at a good pace than to be technically correct in every situation.Fifth Rule of Dungeoncraft said:Once a roll has been made and the check resolved, you should never retcon in order to correct a mistake.
Don't be afraid to resort to cliches; the fat merchant, the pale necromancer in black, the hot female cleric in skin tight chainmail (espically that last clicheSixth Rule of Dungeoncraft said:Simple, easily identifiable characteristics are the best tools for portraying NPC's.
Do not try to script out the players actions. Instead concentrate on making intresting places for them to go populated with unusual people and cool things for them to do. Let them be heroic bad-asses but let them go about it in their own way.Seventh Rule of dungeoncraft said:Running a good D&D campaign is about building a world, not about building a story.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.