Tips for a first time DM?


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My advice would be to take it easy the first time. Make it as simple as possible.

Try using a premade module there are a number available on the internet for free if you look around. Read it first, cover to cover, so you know what is coming up and won't be surprised.

If you're not going to use a premade module, don't be afraid of cliche adventures. You may want to steer clear of them in the future, but as a first game, a cliche works wonderfully. An example of an easy cliche adventure: A local noblewoman is kidnapped by some bandits/orcs/goblins/etc .... that are demanding ransom in exchange for the woman. Her husband/father/barber hires the PCs to go into their lair and rescue her.

Try to use simple creatures. Monsters with complex rules will just slow you down early on.

Don't try to 'buy' the happiness of the players by giving out too much treasure too quickly. Follow the DMG guidelines on treasure. If you give them too much stuff too quickly, they get bored at higher levels when there is nothing else for them to get that is an improvement on their current gear.

Run the combats in advance by using mock characters and playing with yourself. No, not like that. A trial run through the module by yourself will help point out the pitfalls and problems. I wouldn't recommend doing this before every adventure, but I would recommend doing it the first time to get yourself comfortable with running a session.

Finally, don't stress about it. If things don't turn out as planned, just go with the flow and adjust as needed. As long as you don't get stressed out and you are having fun, the game will probably turn out just fine.
 

Although railroading is bad practice, winging it requires more experience in the DM chair. I'd explain tot he players that its your first time, and even if some plot hooks may be hokey, it would be nice if they would try to follow them. At least until you've got more experience.

Have a chart prepared, or a section of the battlemat set aside. Use this area to track initiatives and damage to the monsters.

Put as much work as possible in the hands of the players. In other words, if there isn't a psecific reason for you to make a roll hidden, let the players make the roll. This is especially true of saving throws and skill checks. If your players are good at keeping OOC knowledge seperate from IC knowledge, you can even let them mke spot checks when there are hidden things around.

Review the rules, especially any rule that are gauranteed to be used in the adventure. If you've got a monster or PC with improved grab / grapple, be sure you know the grapple rules through and through. This also extends to spells. Although you can't review every single spell, definitely be sure to review all spells and abilities that monsters and NPCs have access to.
 


The first few player deaths are always the hardest, with the whining and begging. After that it gets easier for both sides. They realize you're being an impartial facilitator for their game, and they respect your firm hand on the tiller. Fudging it because you're worried about the players will only cause grief down the road.
 

Before running a game go trough any rules that you can possibly think of. Use DM helps where possible, and create your own aids if necessary. The thing about running a good session is that you can keep everything moving onwards without stalling. If you do run into something that you haven't thought of or you are unfamiliar with then it's okay to take a moment.

Having all the material that you need for the session within easy reach (without having to search X rule books to find what you need) is always a good idea. I tend to print stuff on paper to the point thatl I rarely even need anything else except the PHB 3.5 when I go run a session.

There's a good rule about first time scenarios: once you have created it try to figure out how you could make it last half as long as you think it will. The goal is to run a scenario, which will last only a single session with a starting point and an ending. Once you reach the ending you should stop too. Hand out experience and talk to the players. What did they think? Any suggestions? That sort of thing...

If you are interested in running scenarios, which are connected to each other in some way then things become somewhat trickier, but you'll soon get the hang of it.

I hope you like reading, because you are going to be doing a lot of it :cool: .
 

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