New to d&d and starting a group and DMing

Don't bother with a campaign setting yet. Do your own thing. When you're new to the game you really want to start small, and it will help you to be able to make up your world as you go, rather than turning to page 236 to see what is in the city that the players go to. ;-) Remember the KISS rule: "Keep It Simple, Stupid."

The MM and either Dungeon or Dragon magazine is a very good choice.

I suggest not buying much more than that to start with. When you've learned all the rules in the books you own, then its time to buy more. But don't give yourself too much work to start with. Like William_2 said, you won't be able to learn all the rules at first, and that's perfectly OK.

I played the game without minis for years. They're very fun, but also 100% not necessary.

There's so much advice to give, and we don't want to overload you. :-) I'll repeat some of the advice that was said earlier, because I think it is important enough to warrant repeating:
- You play *with* the players, not against them. Likewise, you may have to remind them that they play *with* you, not against you. Don't be afraid to kill the PC's if that's what happens... just don't purposefully try to.
- Never assume your players will do what you expect. They almost never do. Some days they may even be content to spend 3 hours shopping and 3 more talking in a bar instead of going on a dungeon crawl. It happens. A good DM can use those aspects of the game to turn them into the adventure, ignoring whatever you may have had planned.
- Be confident. The DM runs the game and the players should know that. Some players may try to take advantage of a less-confident DM (it's human nature). Here's a little secret though: sometimes we all do things without knowing what we're doing... we just wing it. But the players usually think we've got everything under control. So just pretend that you do.
 

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eternalprosper said:
Ive been talking to the LAN center owner and he is considering we doing at his store. Should i just hold it at my house? All night or just maybe 5hrs on a weekend?

I prefer doing it at my house. More comfortable.

Especially until you get to know the rules really well, it may be intimidating to do it in a public place. ;-)
 


d-minky said:
I prefer doing it at my house. More comfortable.

Especially until you get to know the rules really well, it may be intimidating to do it in a public place. ;-)
Well the LAN center only usually has bout 3-7 people and all the people that will play d&d with me are there on tues and weds like a ritual or something
 

Hi ya-

Minitures are optional, but I would recommend a battle mat and use penneys, dimes and/ or nickles as your guys. Toy's R us has cheap plastic minitures, just an FYI.
you and two to four more would be just fine for a new group and DM.

As for advice, make your adventure heroic and the players the stars, as they grow in power, have NPC's start to take notice of their deeds. Be organized with your notes as well as keep notes of interesting NPC's and events, one thing thats embrassing is going to the next game session and you as the DM cant remember the name of the bar wench your players interacted with last week and now they are asking what her name is.........again!!

No need to rush out and buy a campaign world, plenty of good ones on line and use your imagination. Keep the first few adventures simple so as to get a feel for the rules and not overwhelm your players with too much detail.

I''m sure I missed something, but I'm sure my fellow Gamers will step up and add more.


Scott

eternalprosper said:
Ive wanted to play d&d alot and one of my aim friends told me to join this site because he said it would be really helpful for me (so far it has) I havent played d&d before and I hope to soon. Im in highschool and do not currently have a job so money is hard to come by. So far i own d20dice,Phb 3.5,DM manual,Just ordered Basic game on amazon,The sunless Citadel module, and an imagination.
I was wondering if some of you could anwser my questions.
1)Do i need minitures when i start out?The gaming store is 40mi away or i would have to buy online. (S&H = evil)
2)How many players do I need?
3)Any Advice for a n00b Dm?

Thnx
 

It's really really too bad we can't distribute a the full text of a converted B2: Keep on the Borderlands. That would be the perfect mini-campaign setting for you to begin with.

If your group has few player characters, make sure the setting has hirelings available, such as some poor 1st level Warriors that will adventure for a share of treasure recovered.
 
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eternalprosper said:
1)Do i need minitures when i start out?The gaming store is 40mi away or i would have to buy online. (S&H = evil)
Mini's are definately a bad Idea for the budget conscious student gamer. The basic set includes a few minis, and there's no use spending your hard-earned change on more when your change will work quite well as more. Side note: Remeber that Gaming books are books, and as such, may be available from your local bookstore (whether off the shelf or by special order). While you probably won't get the sort of discounts you might find online, you probably won't have to pay shipping, either.

2)How many players do I need?
The more the merrier. The Core books recommend four players, but most groups probably have closer to five or six. My lunch-hour high school game had as many as eight during it's heydey. You and your friends are just getting into the, and chances are, not everybody will be involved on the same level. If you have several people playing though, chances are you'll have at least two or three who will play active, leading roles.

3)Any Advice for a n00b Dm?
Learn the Rules. The Rules are both your best friend and your worst enemy. You don't have to know them perfectly by heart, but you should know them better than your players do.

There are some lists and sets of numbers that you'll need to know. Memorize what you can. what you can't, copy and bookmark for quick reference.

Remember: the code is more what you call "guidelines" than actual rules. If a rule doesn't seem to make sense for the particular circumstances, ignore it. If somebody's clearly exploiting a loophole in the rules, disallow it. And if you can't find a rule in an quick and expedient manner, make it up.

Caveat: There is a reason that each of those rules exists. Never tinker with a rule just because you don't understand it, or it doesn't seem to fit. The rules for falling reflect reality better than a cursory knowledge of physics might suggest.

On that note, don't be stingy with treasure. Your players will become unhappy, and their characters might well become dead.

On the other hand, don't be too generous with treasure either. That's about ten times worse.

The game is not just about you. It is also about everyone else. The other players are in control of their character's destinies. You can be a guide or you can be an obstacle. You can be a friend or a foe. You can't be a god, though. not if you're doing it right. Never lead the players by the nose, because it's unsatisfying for you and frustrating for everybody else. There should always be at least two ways of overcoming a challenge.

There should also be at least one way of not overcoming it. If there's no possibility of faliure, then there's no glory in sucess. Bad luck should be damaging, even if you choose not to make it deadly.

You're allowed to cheat in order to save your players from chronic bad luck. But stupidity is their own damn fault. If they decide to press the big red button that says "do not touch", you don't need to do anything besides raise an eyebrow and ask "are you sure?"

Don't be creepy. And don't let your players be creepy. If you look around a bit on this board, you'll find some horror stories. Dungeons and Dragons is a way to act out fantasies, but if your games involve Lila, the bisexual succubus love slave, or Morgar the entirely to fond of small children, somebody's probably acting out the wrong fantasies.

Don't be mean. It's not nearly as bad as being creepy, but it still doesn't make the game very fun.

Be able to command attention. No matter how great your sense of story or grasp of rules, you can't DM if nobody listens to you. My unnasuming presence is the reason I'm wasting time writing pithy advice instead of actually out running a game. There's a time and a place to be shy and fade into the background, but it's not when being a DM.

As long as everyone is having fun, then feel free to ignore every single bit of advice I just gave. And no matter what, if nobody's having fun, then you're doing something wrong. It is, after all, a game.
 

When I initially started to play, we mapped things out on a piece of paper//1" = 10'. We used anything we could get our hands on to represent characters...dice, very small rocks, screw eyes, coins. So NO you most definitely do not need miniatures. You don't even need to map things out on a piece of paper. It just makes it easier to visualize where people are. A lot of the guys around here use whiteboards.

How many players? I've played with 1 before. Is a bit difficult to balance things, but it can be done. 4 is very very good.

Advice. Start out slow. Do't try and make any elaborate plots. I've heard Sunless Citadel is a great mod. The biggest rules are...you are the DM....you can change rules you don't like, or even make things up on the fly. Don't get bogged down in rules. Just learn things slowly. and HAVE FUN.
 

Having some kind of markers for tactical situations is a good idea. Miniatures are fun (really, they're their own sub-hobby) but you can get along with anything. The *best* reason to use miniatures is that it cuts down on argument.

"He could see you - you were standing right in front of him."
"No way - I was behind him!"
"You didn't tell me that!"
"Yes I did!"

etc.

Making a grid can be a pain, though - I'd advise that you just get a cloth tape-measurer (or mark a foot long piece of string at every inch). It's easier to conceptualize at first, and less of a pain.
 

A "standard" D&D module assumes four-six characters, but you can always have a player run two characters if absolutely necessary. Wait a bit before you go out spending all your $$ on stuff. You can get plenty of stuff free online. (Do get the Monster Manual, though.)

The System Reference Document: http://www.d20srd.org

More Monsters: http://www.enworld.org/cc/index.php

Adventures: http://www.wizards.com/default.asp?x=dnd/oa/20030530b&page=2

More Adventure Ideas: http://www.io.com/~sjohn/plots.htm

Deadly Sins of GMing (Basic DungeonMastering Advice): http://www.geocities.com/Heartland/Ranch/9951/deadlysins.txt

Hope that helps.

Ragnar
 

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