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<blockquote data-quote="cmanos" data-source="post: 2333454" data-attributes="member: 25472"><p>congrats, welcome to the world of DMing.</p><p></p><p>As for what setting you should run, personally, if this is your first time DMing, unless you are VERY familiar with a setting, don't run in one. Make one up as you go along, get a third party one, etc.</p><p></p><p>One of the big things I would suggest is limiting what books the PC's can use. I made the mistake of letting my PC's in an old campaign use whatever they like as long as they got a copy of what they were using to me. "Oh, I forgot the photocopy." was a very very standard line. Draw the line and say, 'this set of books is what yuou can draw up your characters from.' You, as DM can always use more (and should). You also have the option of adding in more as you get more comfortable.</p><p></p><p>Tell your players right out if they expect excellent plots and continuity and intrigue, they will have to be patient. You need to get used to being a DM. </p><p></p><p>Try to give your players a sense that they have free will. Try not to put them in situations where they can't win and make them play out the combat. If you have an encounter where they happen upon a group of bad guys with a maguffin that the characters want but you don't want them to have until a later time, plan for them to get the maguffin. What happens if they DO get it. That way, you won't be fighting so hard for them not to get it that you make them feel railroaded. You can always let them mistakenly believe that using the maguffin in one way will save everyone, while actually it will release a long imprisoned big bad evil guy. That way, if they don't get it, the evil guys have a way to summon the BBEG, but maybe they have to figure a different way around it, give the players time to get it back. BUT, if they do happen to get it and use it, wrongly, they release a badder dude than they were facing in the first place. </p><p></p><p>Make your initial quests simple. Characters start out in a small town. Are all related to the townsfolk, and someone has come up missing. They track the person down to a cave outside of town where the person seems to have been captured by some goblins or something. They save the victem and return her to town. </p><p></p><p>Then start making things a little more interesting.....the victem was actually the boss of the goblins and you rescuing her has foiled her plan. But she's not about to let you know that.</p><p></p><p>To start, keep it simple, for your own sake. Unless you are a master writer, stay away from hugely complicated plots.</p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="cmanos, post: 2333454, member: 25472"] congrats, welcome to the world of DMing. As for what setting you should run, personally, if this is your first time DMing, unless you are VERY familiar with a setting, don't run in one. Make one up as you go along, get a third party one, etc. One of the big things I would suggest is limiting what books the PC's can use. I made the mistake of letting my PC's in an old campaign use whatever they like as long as they got a copy of what they were using to me. "Oh, I forgot the photocopy." was a very very standard line. Draw the line and say, 'this set of books is what yuou can draw up your characters from.' You, as DM can always use more (and should). You also have the option of adding in more as you get more comfortable. Tell your players right out if they expect excellent plots and continuity and intrigue, they will have to be patient. You need to get used to being a DM. Try to give your players a sense that they have free will. Try not to put them in situations where they can't win and make them play out the combat. If you have an encounter where they happen upon a group of bad guys with a maguffin that the characters want but you don't want them to have until a later time, plan for them to get the maguffin. What happens if they DO get it. That way, you won't be fighting so hard for them not to get it that you make them feel railroaded. You can always let them mistakenly believe that using the maguffin in one way will save everyone, while actually it will release a long imprisoned big bad evil guy. That way, if they don't get it, the evil guys have a way to summon the BBEG, but maybe they have to figure a different way around it, give the players time to get it back. BUT, if they do happen to get it and use it, wrongly, they release a badder dude than they were facing in the first place. Make your initial quests simple. Characters start out in a small town. Are all related to the townsfolk, and someone has come up missing. They track the person down to a cave outside of town where the person seems to have been captured by some goblins or something. They save the victem and return her to town. Then start making things a little more interesting.....the victem was actually the boss of the goblins and you rescuing her has foiled her plan. But she's not about to let you know that. To start, keep it simple, for your own sake. Unless you are a master writer, stay away from hugely complicated plots. Good luck. [/QUOTE]
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