Suggestions for a New DM

LivesForPain said:
Since everyone's being so helpful, I'm gonna go ahead and ask another question. Hell I might as well be honest and admit I'll probably be around asking endless newbie questions in the weeks and months to come. :D

I've noticed that some modules start you out at a much higher level. One of the module's I have is the City of the Spider Queen (I told you I collected obsessively :)) where you are supposed to start at Lvl 10. Anyway, do you have to have a character run thru a campaign to get to that level or can you just start one out that high? I

f you do start the characters out that high how do you account for things such as equipment and gold and spells and anything else I'm not thinkling of.

Thanks some more.

Level 1! Level 1! *everybody chant* Level 1! Level 1!

:)

You can start a character that high, but the game is much more complex and deadly to the players. I utterly recommend you starting at Level 1. It's exciting, lower levels of magic (magic adds complexity), and if your PCs live, its very gratifying.

In the DMG there is a chart for expected PC wealth at each Level. When starting at a higher level you assign that wealth and allow PCs to "purchase" equipment they need. Always, however, the DM has the final say in what can and cannot be purchased. The DM rules the rules, not the other way around.

joe b.
 

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LivesForPain said:
I've noticed that some modules start you out at a much higher level. One of the module's I have is the City of the Spider Queen (I told you I collected obsessively :)) where you are supposed to start at Lvl 10. Anyway, do you have to have a character run thru a campaign to get to that level or can you just start one out that high?

If you do start the characters out that high how do you account for things such as equipment and gold and spells and anything else I'm not thinkling of.

I'm very much in favor of starting at levels above first, because first level characters aren't good at much, and are pretty easy to kill accidentaly. It's helpful to think of 1st-level characters as knowing just barely enough about their profession that they're trusted on their own.

There's a bit on starting characters above first level in the Dungeon Master's Guide, including how much treasure they should have in a standard game.

Still, I'd play two or three characters starting at level one (or one character for a long time) before starting a game at higher levels. You want to get a feel for how the system works before jumping in with a 10th level character, so you know what works and what doesn't, to some degree.
 

One suggestion I'd like to make for the new DM is to avoid the splat books and extraneous material and play a few sessions with just the PH, DMG, and MM (plus perhaps a module if the DM doesn't feel like designing one).

This will ensure that everyone knows the core rules of the game before throwing in wacky things. It will also allow the DM to keep a handle on things for a while. too many splatbooks before a group has an idea of balance isues that can occur is just asking for trouble.
 

i wish i could play for the first time again. i envy you, i really do.

you really want to start at first level, if for no other reason than that d&d is a pretty intricate game if you've never done tabletop RPGs before, and especially for you as the DM, you're not wanna get bogged down in too much minutiae (sp?).

believe me when i say that there's nothing like a handful of first-timers in a dank, smelly dungeon populated by dire rats and goblins and devious (but not too devious) puzzles... i also suggest that you keep a close eye on torch ranges and the like ... keep the players wondering what's in the shadows, creeping beyond the range of their light sources... that's good stuff.

i also recommend that you design the dungeon. it'll take some work on your part, but you'll have a much more intimate knowledge of what's going on than if you were to run a module. and i'm sure there's plenty of people here on the boards who'd be more than happy to help you out with any questions you might have.

did i say that i envy you guys? well, i'll say it again for emphasis. oh, man, you're gonna have some good times... :)
 

What the heck is a a splat book?

I'll admit I don't feel anywhere near ready to start creating my own adventures. I've barely got a handle on the basic rules.:(
 

LivesForPain said:
What the heck is a a splat book?

WotC put out a series of books with additional material mostly for specific classes. Sword and Fist for Fighters and Monks, Defenders of the Faith for Clerics and Paladins, Song and Silence for Rogues and Bards, Tome and Blood for Wizards and Sorcerers, and Masters of the Wild for Rangers, Barbarians, and Druids.
 

more advice

I'd also like to say to start at level 1. It takes a while before you really learn what your character is really like and how the rules work. After everyone has a good idea of the rules and gameplay, you can consider starting future campaigns at a higher level (I like starting at level 4-5 myself).

The other advice I have is to know the rules and story. It is fine if you don't want to design your own first campaign, but if you use a pre-made one, read it more than once. Then re-read any portions that will be played before you start each time. The less you have to look things up, the better the experience will be. As was mentioned before, the DM rules the rules and not the other way around. So if you aren't sure about something, you can just make a ruling from the top of your head. Then look it up later and change it if you like (obviously you should aviod doing this too much, and you will always have to look things up occasionally).

Finally, I think that for beginners (and even for most experienced players) playing one character per person is enough. I am playing in a group that just had 3 players and a GM for levels 3-7. We are now on level 8 and we just recruited another player. When you play 2 characters, it is very difficult to role-play both of them. And if you have a floating character (everyone plays them) it generally becomes a character that no one really cares about.

4-6 member parties work better because they are more diverse and can handle a wide variety of situations easier, but I don't think that it is worth taking an extra character that has no personality or is only there for an extra attack. I prefer just reducing the number of opponents instead.
 

I also recommends starting at 1st level. As said before, D&D is an easy to learn game, but has a great deal of detail: classes and abilities, combat options, feats, spells, and monsters that require an understanding of the rules to play properly. But note that the adventure path modules from Wizards are difficult, meant for for experienced players.

For a quick start, I´d download "the burning plage". It´s at the Wizards site, and is an easy introductory dungeon, very easy to play. From that, you could play the other sugested modules and/or start with Sunless Citadel.

You can find the burning plague here: http://www.wizards.com/dnd/article.asp?x=dnd/oa/oa20000801b
 

You can now pre-order "World of Whitethorn 1A: The Hamlet of Thumble" at your local gaming store. It will be released in late July.

THoT includes a 1st-level adventure, a mini-campaign setting, and a DM Tips section:

http://www.openworldpress.com

It's been described as a good starter kit for someone who is new to D&D or wanting to start a new game.

GamingReport gave it "****1/2" and Gamewyrd says that: "The Hamlet of Thumble is a new style of pre-written adventure for a new generation of D&D."
 


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