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Level Up: Advanced 5th Edition (A5E)
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8496690"><p>My advice is to run some off the cuff arena style combats between the characters after character creation to have a low stress moment to get accused to GMing combat. Beyond that I think the advice is probably very dependent on what type of campaign you plan to run (you mention your players are into Harry Potter and a campaign where they are all wizards are a magic school would be very different from a campaign where they are venturing into the wilderness and exploring dungeons. If it is a standard type of campaign, start small. So if you are doing exploration, just plan out a small map with some interesting locations, or just start with a dungeon if you need to; if you are going more with a quest based adventure, keep it fairly simple your first time so you can focus on running the system and not get overwhelmed by having too many elements in play. If its your first adventure, players will understand so you can probably keep it real basic and rip something out of a film as a focus. For example one of my friends when were in middle school ran an adventure where he basically watched Conan the Destroyer that week and made an adventure where we had to go into a castle in the middle of a lake like Thoth-Amon and steal a gem. It might not have been his first adventure, but it was definitely pretty early in his GMing experience. We had a blast. We all knew it was basically just Thoth-Amon, but that was kind of cool because it made it very easy for us to visualize what was going on. </p><p></p><p>Also, try to overthink things. It is your first time, don't worry about hitting out of the park (you may well do so, but don't worry about it). Just focus on staying relaxed, remembering this is a fun game, and paying attention to the reactions of your players (it is very easy as a GM to think "this isn't working/this isn't any good" or "this is genius!" but what you really need to be looking at is how your players are reacting. If they are having fun and enjoying your adventure, then it is going well. If they seem low energy or bored, that is when you might want to introduce either a new development, change course a little, or simply ask them what their characters are doing.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8496690"] My advice is to run some off the cuff arena style combats between the characters after character creation to have a low stress moment to get accused to GMing combat. Beyond that I think the advice is probably very dependent on what type of campaign you plan to run (you mention your players are into Harry Potter and a campaign where they are all wizards are a magic school would be very different from a campaign where they are venturing into the wilderness and exploring dungeons. If it is a standard type of campaign, start small. So if you are doing exploration, just plan out a small map with some interesting locations, or just start with a dungeon if you need to; if you are going more with a quest based adventure, keep it fairly simple your first time so you can focus on running the system and not get overwhelmed by having too many elements in play. If its your first adventure, players will understand so you can probably keep it real basic and rip something out of a film as a focus. For example one of my friends when were in middle school ran an adventure where he basically watched Conan the Destroyer that week and made an adventure where we had to go into a castle in the middle of a lake like Thoth-Amon and steal a gem. It might not have been his first adventure, but it was definitely pretty early in his GMing experience. We had a blast. We all knew it was basically just Thoth-Amon, but that was kind of cool because it made it very easy for us to visualize what was going on. Also, try to overthink things. It is your first time, don't worry about hitting out of the park (you may well do so, but don't worry about it). Just focus on staying relaxed, remembering this is a fun game, and paying attention to the reactions of your players (it is very easy as a GM to think "this isn't working/this isn't any good" or "this is genius!" but what you really need to be looking at is how your players are reacting. If they are having fun and enjoying your adventure, then it is going well. If they seem low energy or bored, that is when you might want to introduce either a new development, change course a little, or simply ask them what their characters are doing. [/QUOTE]
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