To DM or Not to DM: Need Advice

Like you, Trowizilla, I taught myself the rules. I also DMed before ever playing a single session. Heck, I was DMing for almost two years before I ever got a chance to run a PC. So keeping in mind that you don't have much cash, here is what I would do:

1. Go here to download the System Reference Document, which will save you having to buy the Monster Manual and Dungeon Master's Guide.

2. Go here to download some free adventures, or, go to the Necromancer Games website and download The Wizard's Amulet.

3. Go here to download maps, or look around in the Art & Cartography forum on these boards, and grab some maps from there.

If you do those things, you will have everything you need to start running a game. However, I'd also recommend subscribing to Roleplaying Tips weekly email newsletter, and while you're there, dig through his archives.

If you can't find players, then advertise on these boards for a play by post game. I guarantee you will get players!
 
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  1. Keep it simple
  2. Don't be a afraid to use cliches (there's nothing wrong with using the tried-and-true "mysterious stranger in a tavern asks you to go into the dungeon to find the lost amulet of Yargle" scenario)
  3. Let the players know it's your first time
  4. Start the PCs at 1st level
  5. Have a mix of combat and roleplaying
  6. Don't throw too many bad guys at the PCs at once -- one or two will be enough for you to handle for now
  7. Get some cheat sheets together with combat basics on them (for yourself and the players)
  8. Take it slow
  9. Prepare, prepare, prepare
  10. Don't be bullied -- Remember Rule 0!
  11. Ask for feedback after the game, then apply it
  12. Have fun!
 

Go for it...

There really is no way to do it but to do it. Here's my simplistic advice:

1: Decide what kind of DM you want to be initially. What I mean by this is that there are DMs who run a really good combat, DMs who tell a really good story, DMs who run good mysteries, DMs who act well, etc. etc. Is there one thing you THINK you might be good at in there? Well skew thing's towards that.

2: Think about what your group is like. Are they "first person" roleplayers - "You bastard, I'll make you pay!" or are they 3rd Person "My guy goes into the corner and hides. What happens?". If they are 1st person guys, you can do a lot of storytelling, interaction with NPCs, etc - do a simple murder mystery set in a town - this will require VERY minimal rules work, and perhaps not even a single combat. On the other hand, if they are not big into the Role and story part of it, set your self up a simple "go kill this" type of adventure.

3: Keep the NUMBER of combatants down. Combat isn't complex, complexity is complex. 3PCs with 3Henchmen at high level fighting 20 skelletons is HARD. 3PCs at 1st level fighting one big bugbear is EASY.

4: Keep the level low - the higher level you start at, the harder it is for both your players and you to keep track of the options. High level doesn't mean "powerful" as much as it means "flexible" - flexibility is very hard to control as a DM, and higher level campaigns, in general, require the DM to improvise more.

5: US DM GENIE - ok I may be biased, but you can sit here on your computer for two weeks running the actual combats by yourself. It will give you a phenomenal sense of how the system works, let you look up all that stuff you are going to forget a few times, and its FREE for 60 days.

6: Use minis - even if you just use cardboard counters or cheesy WoTC plastic minis or old mageknight figures - give your self some sort of a visual aid.

7: Don't over-reach. Too many groups I've played with get really hung up on playing for long sessions, and being really serious about it. To put it in perspective, I DM'd this week a group of three players/6PCs. It was a new world, new characters, and many peoples first run at 3.5. We spent from 6-7 shooting the breeze and eating pizza, from 7-8 doing some casual world background and spell selection stuff, and from 8-11 doing the actual gaming part of it. We took breaks, drank two bottles of wine, and had plenty of table talk. The story arc had three main combats, and a good time was had by all. (you can see the arc and the characters and all at: http://www.nadig.com/?page=Personal/hasp/Hasp.html)

So, thats a 5 hour block with maybe 2.5 hours of "hardcore" moving-the-story gaming. That's a good expectation.

8: Get feedback. At the end of the first session, talk to each player individually and say "so whadya think" and get real feedback - more combat? less combat? longer? shorter? more puzzles? more intrigue?

And HAVE FUN...
 

I'd have to put in my 2 cents to say that I really think the 1st ed. N1: Against the Cult of the Reptile God, by Douglas Niles, is the best start-up module of all time.

If you're interested, I have a *very complete* conversion to 3.5 of that module that I'd be willing to send for your private use -- feel free to email about it, if you like.

Cheers,
 

Wow, it's an embarassment of riches! Thank you to everyone who replied with encouragement; I've worked up the confidence to take a shot at this DMing thing.

I'm not too sure about the idea of pre-packaged adventures; I want to tell my own stories, not someone else's! On the other hand, I could probably use the experience. Are there modules which are easy to adapt to one's own setting and story?

What level is good to start on? I'd like to start at level 1, but it seems like everyone's really fragile at that point. Since I'm not really thrilled about the idea of characters dying at the drop of an orc, what sort of precautions can I take to keep low-level characters alive?

Well, anyway, you've all been super-helpful! I'll be sure to post again when I need help (and I will). :D
 

I don't care if a GM hasn't had much experience.

I do know what makes a bad GM, though. One that takes a very lazy attitude: "Near enough is good enough", he says.

Your players are relying on you, and it is not good form to only do half-arse preparation for you game. This is insulting the intelligence of your players!
 

I started very much this way myself at the time when 3.0 first came out. Didn't know any DMs but lots of friends who discovered we all wanted to play, so... ;) Have at it, there's nothing like first wading into it.

trowizilla said:
I'm not too sure about the idea of pre-packaged adventures; I want to tell my own stories, not someone else's!

A note of caution here: DMing is a collaborative story-telling process between DM and Players. Over the years of DMing I've cometo the conclusion that good campaigns are grounded in stories (themes) but game-play revolves around situational-based DMing (not plot-based DMing). In other words, you set things up: Evil Villain-cronies-resources-goals, unique NPCs, and a realistic game world. Plop the PCs in the middle and provide an interesting event/situation to get things started and let them go, the PC decisions determining where the "story-lens" goes/views. Plot-based DMing is quite similar except certain events tend to be required to occur to "move the story along" and sometimes at critical points certain things must happen in order to "tell the story". We create stories together and I've seen good plot-based campaigns with great roleplay tumble in flames about a DM because of his insistence to tell 'his' story, at the expense of the PCs.

On the other hand, I could probably use the experience. Are there modules which are easy to adapt to one's own setting and story?

Most any of them are, ready made NPC stats, monster stats at hand, maps, and a basic premise. The bare tools of an adventure, take them and maybe take a few interesting bits for story and make up your own story stuffs. Can be done with any module really, though some require more cutting and pastign than others. My group enjoyed the Sunless Citadel (1-3 lvl) WotC module but hated the Forge of Fury (4-6th) WotC module. So I recommend the first.

What level is good to start on? I'd like to start at level 1, but it seems like everyone's really fragile at that point.

While this is true, I wouldn't start them higher than 2nd. The complexities of special feats, abilities, and spells encroahc at a rapide rate that makes it difficult to handle of you haven't come across them before. Best to keep things simple and handle them on the way up.

Since I'm not really thrilled about the idea of characters dying at the drop of an orc, what sort of precautions can I take to keep low-level characters alive?

Oh there's nothing like thwarting a band of low-level adventurers with a runaway herd of cattle they must figure out how to get back to the village while keeping poachers and carrrior-eaters (birds lol) away. Be creative and get nitty-gritty with them. If they don't figure out why the well was poisoned and a way to fix it the whole village could die of thirst in a matter of days, someone needs to ride to the local hospice some day and a half away, can they make it in record time?? Can they survive the hazardous falling rocks on the cliffside road and the inlement weather? All of which have CRs and award experience points but don't necessarily kill outright. When in doubt, just use a few goblins.

Also be made aware of 'script-immunity': where the DM keeps anything from killing the PCs no matter what happens. This breaks the bubble of suspension of disbelief for the game, takes the bluster out of PCs strut after achievements (which weren't a threat really at all), and can sour a good game once players realize there are never any real dangers or threats (afterall this is what creates excitement and drama).

Best of luck to ya mate, that's all I can offer on the subject I'm afraid. One last bit: "You don't have to memorize/know all the rules, just know where to find it." :p

Cheers!
 

trowizilla said:
What level is good to start on? I'd like to start at level 1, but it seems like everyone's really fragile at that point. Since I'm not really thrilled about the idea of characters dying at the drop of an orc, what sort of precautions can I take to keep low-level characters alive?
Start on level 1. You don't have to plunge them into mass-combats right away. You could even get them to level two without much fighting at all.

And the one or two fights they'll have on level 1 should be against enemies that won't kill them with the first strike (like an orc barbarian witha great axe). Maybe a rogue, or a goblin or kobold warrior, armed only with a (small) short sword. Or rats....
 

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