Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
New to d&d and starting a group and DMing
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="arscott" data-source="post: 2124494" data-attributes="member: 17969"><p>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 <em>as</em> 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.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>On that note, don't be stingy with treasure. Your players will become unhappy, and their characters might well become dead.</p><p></p><p>On the other hand, don't be too generous with treasure either. That's about ten times worse.</p><p></p><p>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.</p><p></p><p>There should also be at least one way of <em>not</em> 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.</p><p></p><p>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 <em>sure?</em>"</p><p></p><p>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.</p><p></p><p>Don't be mean. It's not nearly as bad as being creepy, but it still doesn't make the game very fun.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="arscott, post: 2124494, member: 17969"] 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 [I]as[/I] 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. 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. 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 [I]not[/I] 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 [I]sure?[/I]" 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
New to d&d and starting a group and DMing
Top