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<blockquote data-quote="Li Shenron" data-source="post: 1791268" data-attributes="member: 1465"><p>Tossing my few spare cents as well <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>1) prepare yourself as a DM</p><p></p><p>- don't buy anything else, play for a while with the core books and see if you like the game, there's always time to add stuff later</p><p></p><p>- read carefully the combat chapter and the magic chapter and write down notes for yourself, be sure you know the basics well before worrying about special actions</p><p></p><p>- some tables on the PHB and the DMG are very useful, you may want to make a few photocopies and keep them at hand during game (but don't do more than few or they won't be that handy anymore)</p><p></p><p>- read the adventure a few times and keep markers or notes: you should know the adventure quite well, but don't bother thinking of all the possible implications of the players actions (if you spend a week thinking about 100 players actions, be sure they'll come up with the 101th you haven't thought about <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>2) go easy with the players (assuming they are not more experienced than you)</p><p></p><p>- when you explain races and classes, don't bother mentioning any feature because it's wasted time, just tell them the role of each class/race in the fantasy world and in the typical party; for example, don't try to list down a cleric's abilities or options, just explain that a cleric is a member of religious order who acts as a protecting/healing spellcaster and secondary combatant for the group</p><p></p><p>- use starting kits from the PHB, eventually accepting variations suggested by the players</p><p></p><p>- don't explain any specific rule before it actually happens in the game. If you teach them how to combat before there IS a combat, you'll have explain it again later</p><p></p><p>- don't even mention the possibilties of special attack actions or special casting actions, or special initiative actions; just look for those things only once some player asks to do that (as much as any other conceivable actions). In any case, you won't have to wait very long...</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1791268, member: 1465"] Tossing my few spare cents as well :) 1) prepare yourself as a DM - don't buy anything else, play for a while with the core books and see if you like the game, there's always time to add stuff later - read carefully the combat chapter and the magic chapter and write down notes for yourself, be sure you know the basics well before worrying about special actions - some tables on the PHB and the DMG are very useful, you may want to make a few photocopies and keep them at hand during game (but don't do more than few or they won't be that handy anymore) - read the adventure a few times and keep markers or notes: you should know the adventure quite well, but don't bother thinking of all the possible implications of the players actions (if you spend a week thinking about 100 players actions, be sure they'll come up with the 101th you haven't thought about ;) ) 2) go easy with the players (assuming they are not more experienced than you) - when you explain races and classes, don't bother mentioning any feature because it's wasted time, just tell them the role of each class/race in the fantasy world and in the typical party; for example, don't try to list down a cleric's abilities or options, just explain that a cleric is a member of religious order who acts as a protecting/healing spellcaster and secondary combatant for the group - use starting kits from the PHB, eventually accepting variations suggested by the players - don't explain any specific rule before it actually happens in the game. If you teach them how to combat before there IS a combat, you'll have explain it again later - don't even mention the possibilties of special attack actions or special casting actions, or special initiative actions; just look for those things only once some player asks to do that (as much as any other conceivable actions). In any case, you won't have to wait very long... [/QUOTE]
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