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<blockquote data-quote="Katana_Geldar" data-source="post: 5234154" data-attributes="member: 85476"><p>There is nothing wrong with putting temporary limits on material while you master the rudiments of the game. Limit what books you use to core, <strong>just</strong> PHB and maybe PHB2. Some kinds of classes and specific classes are easier to play than others. Strikers are (usually) quite easy as all you pretty much do is hit/shoot things, controllers are (usually) more difficult.</p><p> </p><p>Help your players make their characters, or give them pre-genned ones and tell them when they get better at the game they can make their own.</p><p> </p><p>(It's one of my house rules, incidentally, and a good way to get players without throwing too much at them: the first character you play is <strong>always</strong> one that I give you)</p><p> </p><p>You will play slowly at first, because everyone is still learning the rules but you need to be super ready with them. I suggest running a session by yourself with some characters so you can work out how combat works and be ready to answer any questions. And if you like, do up a simple "cheat sheet" with exactly how to make an attack roll, damage roll, skill check etc.</p><p> </p><p>You can pick up some really good tips from the Robot Chicken sessions run by Chris Perkins of WotC, all the players are newbies and he has to teach the game and run it at the same time. The man has the patience of a saint and I would give up my next ten Criticals to be at a session that he runs. Look for them on Youtube.</p><p> </p><p>The first encounter will <strong>always</strong> be the longest and the most awkward as people are still learning to play. <strong>Keep it simple and short!</strong> Make it a couple of kobold minions that they can knock over easy and gain confidence</p><p> </p><p>The best advice I can give to a Level 1 GM such as yourself (I am one too, a GM who ran a game before she played) is that you do not know what it is like to DM until you are sitting in the chair. The more you do it, the better you are at it.</p></blockquote><p></p>
[QUOTE="Katana_Geldar, post: 5234154, member: 85476"] There is nothing wrong with putting temporary limits on material while you master the rudiments of the game. Limit what books you use to core, [B]just[/B] PHB and maybe PHB2. Some kinds of classes and specific classes are easier to play than others. Strikers are (usually) quite easy as all you pretty much do is hit/shoot things, controllers are (usually) more difficult. Help your players make their characters, or give them pre-genned ones and tell them when they get better at the game they can make their own. (It's one of my house rules, incidentally, and a good way to get players without throwing too much at them: the first character you play is [B]always[/B] one that I give you) You will play slowly at first, because everyone is still learning the rules but you need to be super ready with them. I suggest running a session by yourself with some characters so you can work out how combat works and be ready to answer any questions. And if you like, do up a simple "cheat sheet" with exactly how to make an attack roll, damage roll, skill check etc. You can pick up some really good tips from the Robot Chicken sessions run by Chris Perkins of WotC, all the players are newbies and he has to teach the game and run it at the same time. The man has the patience of a saint and I would give up my next ten Criticals to be at a session that he runs. Look for them on Youtube. The first encounter will [B]always[/B] be the longest and the most awkward as people are still learning to play. [B]Keep it simple and short![/B] Make it a couple of kobold minions that they can knock over easy and gain confidence The best advice I can give to a Level 1 GM such as yourself (I am one too, a GM who ran a game before she played) is that you do not know what it is like to DM until you are sitting in the chair. The more you do it, the better you are at it. [/QUOTE]
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