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<blockquote data-quote="MadLordOfMilk" data-source="post: 4776693" data-attributes="member: 77691"><p>KotS is a solid 4e adventure. Make sure to run the updated one from <a href="http://wizards.com/default.asp?x=dnd/4news/20090428" target="_blank">D&D Test Drive</a>. You can also send a link to the quick start rules there for your players if they want to read through it before playing, depending on their level of curiosity... could also lead to things running more smoothly.</p><p></p><p>As a DM, I actually started getting into DMing with that module, so I can speak from firsthand experience. Make sure you know the module! Also, don't be afraid of just making things up whenever people ask questions; it is not as detailed RP-wise as adventures of other editions, so you're free to flavor it however you want. The current line of 4e adventures mostly just goes room by room and gives some flavor text and the encounters... I think Wizards reported somewhere that they're aware that people think the modules are a bit light on the RP front. Just make sure to write down any names, etc that you make up/use for reference later.</p><p></p><p>For general advice, just stay calm. Remember, you're not doing a bad job! Keep your confidence high, and you'll be fine. If you start feeling tired or can't focus, try standing up while you're DMing to keep your energy level up. If you need a minute to read through something you didn't read thoroughly, for example, tell everyone to take a 5 minute break to do whatever (though sometimes everyone just says "I'm good" and it falls flat, but I'm sure people will understand and can find something to occupy 5 minutes).</p><p></p><p>The 4e DMG is a GREAT book, and I suggest at least reading the early parts before playing if you get a chance to. There are plenty of great suggestions, including how to spend your prepping time.</p><p></p><p>If combat starts dragging because people aren't paying attention, or people are zoning out then taking forever because everyone else is taking forever on their turns... take a short break and let everyone re-focus their thoughts, or if everyone's just tired don't be afraid to end the session a bit earlier than you'd planned.</p><p></p><p>Have another player track initiative. This, surprisingly, will take a noticeable load off of your mind as you're trying to keep track of everything. It's particularly nice when you're just beginning to DM and every little bit counts when it comes to brain power.</p><p></p><p>Also, remember: the goal is to HAVE FUN! Don't let anything get in the way of that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="MadLordOfMilk, post: 4776693, member: 77691"] KotS is a solid 4e adventure. Make sure to run the updated one from [url=http://wizards.com/default.asp?x=dnd/4news/20090428]D&D Test Drive[/url]. You can also send a link to the quick start rules there for your players if they want to read through it before playing, depending on their level of curiosity... could also lead to things running more smoothly. As a DM, I actually started getting into DMing with that module, so I can speak from firsthand experience. Make sure you know the module! Also, don't be afraid of just making things up whenever people ask questions; it is not as detailed RP-wise as adventures of other editions, so you're free to flavor it however you want. The current line of 4e adventures mostly just goes room by room and gives some flavor text and the encounters... I think Wizards reported somewhere that they're aware that people think the modules are a bit light on the RP front. Just make sure to write down any names, etc that you make up/use for reference later. For general advice, just stay calm. Remember, you're not doing a bad job! Keep your confidence high, and you'll be fine. If you start feeling tired or can't focus, try standing up while you're DMing to keep your energy level up. If you need a minute to read through something you didn't read thoroughly, for example, tell everyone to take a 5 minute break to do whatever (though sometimes everyone just says "I'm good" and it falls flat, but I'm sure people will understand and can find something to occupy 5 minutes). The 4e DMG is a GREAT book, and I suggest at least reading the early parts before playing if you get a chance to. There are plenty of great suggestions, including how to spend your prepping time. If combat starts dragging because people aren't paying attention, or people are zoning out then taking forever because everyone else is taking forever on their turns... take a short break and let everyone re-focus their thoughts, or if everyone's just tired don't be afraid to end the session a bit earlier than you'd planned. Have another player track initiative. This, surprisingly, will take a noticeable load off of your mind as you're trying to keep track of everything. It's particularly nice when you're just beginning to DM and every little bit counts when it comes to brain power. Also, remember: the goal is to HAVE FUN! Don't let anything get in the way of that. :D [/QUOTE]
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