To DM or Not to DM: Need Advice

I only can say: Go for it! The first game i ever ran was a different system, but basicly i just had the equivalent of the Players Handbook too. Had a bit more Players experience, but that didnt help me much anyway since i have no grasp of rules :) A good story, colorfull NPCs and roleplaying fun doesn´t need Rules galore! So you dont need a DMG or MM. And as others have already said there is always the SRD :) Don´t be intimidated and don´t give up. I know the feeling of Groups that just kind of dissolve. We had a break for about 5 Years and now i am starting up again. It happens, but in the end every evening played is so much fun that every single time counts!

Also i want to voice my opinion that http://www.roleplayingtips.com/ is a great DM resource, for beginners or veterans.
 

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I say get a new group together.

There are always two apsects to a role playing game. The first is the mechanics. One of my friend loves the game just to see what he can come up with. What combination of feats, classes and PrCs he can use to make himself into his ideal character. Another one of my friends makes the most interesting characters I've seen, but they are almost utter worthless in a fight.

So we have role playing and game mechanics. For the former, while the latter can influence it, it really is a free thing. Do you prefer role playing or using your character to crush your enemies?

I ask because most often the best way to get ahold of the rules is to do a little dungeon crawl. Pick up one of the many modules out there that focus on such (I still love the Sunless Citadel for this) and enjoy yourself. Heck, to get the hang of combat, you might even want to do a few gladiator style combats with the party on one side and the monsters on the other just to see how it plays.

For running an adventure, I suggest the following.
1. Read the adventure at least twice.
2. Know what your players are capable of.
3. Make notes on what you'll be changing. Use a highlighter and pen to mark out special information. It's your book. Do with it as you will.
4. Have fun and improvise when needed. Regardless of how good the adventure is, the party will do something not covered.
 

I have to tell you that you shouldn't DM. Not that this is my opinion - quite the contrary - but there has to be at least one voice of dissent, so the rest can tear me apart and in the process tell you all the things that make DM'ing worthwhile ;)

Now to get (more) serious again: I think you should both try to get the other group to play again and start your own. DM'ing is not for everyone, but there is only way to find out if it is for you, and one of my DM's likes it much more to be DM than to be a mere player. And don't base your opinion whether you're a good DM on the first session if it doesn't run so well. It might take a couple of sessions to find your style. Take your time finding out whether you prefer winging the whole thing or being prepared for every contigency, whether you want a city, dungeon, or wilderness adventure, whether you want more combat or more social interaction. Tell the players that the first couple of sessions are your test period, and that it can be a testing period for them, too, as they see the different aspects of the game.

You should try to get at least moderately dependable players, and have the right amount of them in the party: Not too much so you feel spread too think between them all, but not too few so the absence of a single player will force you to postpone the session.

Go get the SRD, and borrow the DMG and MM. Make yourself familiar witht he rules (you don't have to know everything, only where to find stuff - a sheet with the page numbers of the more important things is always useful, like XP and treasure.)
 

I'd suggest starting at 1st level, so you don't have to deal with too much too soon.

Another thing that has worked for me is to run some one-off combat intensive scenarios just to play with the rules. Back in the old 1E days a couple of friends and I made up a series of high level gladiators and took turns DM'ing each others one-on-one combats. This ended up being a great way to learn the rules as we tried to come up with different ways to one up each other.

We did something similar when 3E came out - devised a few scenarios with combats just to test out the rules and see how we liked it. A few of those scenarios ended up teaching us a lot about the rules.
 

Go for it, you never know unless you try (words I gotta continue to live buy). So your un-experienced, who cares, so long as your players help you and understand. And if your players run roughshod over you, don't give up find a new group, with experience you'll get better. And even if you do suck on your first time out, get up, dust yourself off and jump back into the melee. 'Cause even a baby doesn't learn to walk after he learns what his legs are for (yeah, there are always exeptions).
 


I say take the plunge and give it a shot!

If I were you I'd try running them through a module that is set up for beginning DM's... namely Sunless Citadel for D&D 3.0. The rules are similar enough to 3.5 that there is no conversion needed. It'll give you a feel for the flow of a normal game and once you have the feel of the flow it will better help you plan out your own campaign.

Edit: On another note, most D&D oldsters have played through "Classic" modules and when they get together with other old players they reminice about those modules. Tomb of Horrors and Vault of the Drow are examples of 1E AD&D modules that most oldsters have played. It is something in common that they have... kind of like vets who get together to swap war stories even if they never served in the same location. Sunless Citadel is one of those experiences that most players of 3.X have in common. Everybody remembers Meepo and the Twig Blights from that module. Most of your 3.X Fighter players have gotten their hands on "Shatterspike" the same way (a Sundering +1 Sword that can Sunder up to +4 weapons).
 
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The advice in the dmg is invaluable, but not absolutely necessary. You can get by with the 3.5 SRD and your PHB for quite a good while. In fact, you might consider getting AEGs Toolbox before you get the DMG, as it will always keep you on track when your imagination takes a break. Either way, the tools you currently have (ie PHB and a solid Internet Connection for SRD access) will serve you well for a while. Getting a group to commit to a schedule is another matter entirely, however!
 

Let me be one who adds to the pile of people saying "GO FOR IT." The only way to be a GOOD Dungeon Master, is to be a MEDIOCRE Dungeon Master first. :)

Keep combing these forums for threads on Dungeon Mastering advice - that's probably more important than knowing the rules inside and out.

Be familiar with the basic steps to combat. Learn so that you know intuitively what are the most common actions that trigger opportunity attacks, know how long it takes to cast most spells, make most attacks, etc. Those are the easy things - you can learn every nuance of grappling rules and prestige classes later.

Get 'em rounded up, get 'em playing, and good luck!
 


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