To DM or Not to DM: Need Advice

trowizilla

First Post
Alright, here goes. I need advice.

See, I'm an extreme newbie in a rather odd way. I played my first game of d&d several months ago and had an absolute blast. So much of a blast, in fact, that I pretty much immediately decided to run my own game as soon as I got the hang of the system as a pc. Since then, I've been reading everything I can that has to do with d&d, going through the posts on this board, etc., both because I enjoyed playing my character so much and because I want to DM, so I've learned a lot about the game. However, that one session seems to be it! The group I was playing with has planned to get back together weekly for months, but nobody seems committed and there's always some reason to put it off. Now, I'm almost frothing at the bit to play again (I really loved my character concept and wanted to explore her abilities and background in much greater depth), but it seems like I'm never going to be able to. Having spent hours and hours figuring out the player's handbook to make the character, this is extremely frustrating.

However! I still really want to DM my own game. I've got ideas for a world, a plot to start the game with, and some neat npc ideas. Problem is, I never played enough to become really solid on the rules, and I only own the 3.5 player's handbook. I can get access to the 3.0 ph, dmg, and monster manual, as well as a few Forgotten Realms books, but I'm still really limited in what I can do. If I was to DM, I'd need a ton of help, since nobody I know (other than Mr. Unreliable DM) has ever run a game before.

So (summary) should I stick it out and hope the old group gets together again, or attempt to DM and possibly do a shoddy job of it? Any advice from those with more experience?
 

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As with so many things in life, with DMing there is always a first time.

And, if you have a group you already game with, they are the best to test out your skills. They are your friends and, as such, willing to cut you all sorts of slack.

Don't worry too much about your game.

Invite the group to a game. You set the parameters.

Plan something simple. There are some pre-set adventures that you can find many places on the Web as freebies, including 1st-3rd level adventures (probably a good place to start)

Involve the group in the occaision by reminding them it is your first time (at the beginning of the game) and then dropping the topic.

The 3e DMG and MM should serve well for you; if you are worried about that, however, download the SRD. You can find it over at the WotC site as a freebie download.

Above all else, remember to have fun. :)
 

My suggestion would be - pick up some dungeon magazine issues and run adventures from them. Make sure theres a low level adventure so you can start from scratch.

They're good adventures, the magazine isn't too much of an investment, and DMing something that you made up is a lot more difficult than running pre-generated stuff, especially if your rules knowledge is sketchy. Read up on the rules that the adventure is likely to use, and you're set.
 

I think you should go for it!

I got hooked playing the game the first time I tried it. This was back during 1st edition. Within a week, I was DM'ing. I had the PHB, a set of dice and huge imagination. That was enough to get me by for quite a while. I wrote adventures or DM'ed on the fly, and relied on the other players who had access to those books or knew the rules to help me out. They were a forgiving bunch, but they liked my creative style and cut me some slack on not having the books. Within a month or so, I picked up both the DMG and MM and I also bought a couple adventures too. At the time, my mother worked at B.Daltons, so I got a discount on stuff which helped.

One thing I should mention is that 3rd edition is much more miniature-oriented, so you may want to have some kind of mapping materials as well as figurines or miniatures as well. During 1st edition I barely needed those, but now in 3e I would have a hard time running a game without them due to how combat has evolved.

My suggestion - try DM'ing. See if you're friends think you've got what it takes, but more importantly see if you really like to do it. DM'ing takes dedication and is often a thankless job. Those of us who do it regularly, do so because we love it that much. If you find you like it, then you can try to get the books you need. Ask for them on your birthday list or look for good prices on them online. Do support your FLGS, but if you're having trouble getting the books due to your budget, do whatever it takes to get them...legally at least. ;)
 
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Using Dungeon or the free adventures on the WotC site is a really good idea.

You don't have to read the whole DMG all the way through to run a game. Just be familiar enough with the rules that will come up during that session. If one of the NPCs has a particular spell, make sure you know how it works, and it doesn't hurt to write down the save DC and such in the margins of the adventure so you don't have to calculate it on the fly.

Enlist the help of your players. Make sure that they know if they want to cast a spell, they better make sure they know how it works (the newbies in my group are notorious for this - picking a spell by name only and never bothering to figure out how it actually works).

Come back here and ask for advice as often as you need. As you get more experience and want to try your hand at some more advanced DM'ing stuff, check out the wealth of information available at www.roleplayingtips.com.

Most of all - have fun!
 

Yeah, go for it! Your first time DMing will take quite a bit of preparation, and it is so worth the effort!
My recommendation? Start with 1st level or 0th level (i.e commoner or peasant) characters. Have the players decide how they know each other. Decide on a theme for the first adventure and bring something to the game to set that theme (a CD, a prop, a picture). Create some sort of campaign one-pager for the players to read over, giving them an idea of what you have in mind for the campaign. Tell everyone right up front there are some rules you're still becoming familiar with, and invite their input during the game. The first adventure should be very structured, so your planning in advance is really important -- Write flavor texts, jot down RP notes for leading NPCs, go for internal consistency. Another important thing to remember is that the focus needs to be on the PCs, not a DM-run NPC who guides them around. Remember during the first session not to focus too heavily on any one PC. Give everyone equal spotlight.
My last piece of advice is to find out what kind of players you have. Your game will go really smoothly if you can identify where an individual players gets their kicks. Some like puzzle-solving, others powering their characters up. Some like the acting and psychology of their character, some like a good story to be told. Some are just there to have a good time with their friends. Most of us fall in between the lines; just notice the trends your players have.

Since you already know your group and you have an idea of at least one person's DMing style, you have a lot going for you. Cheers! :D
 


Most people are understanding when it comes to new DMs. Many have been there and know the feelings of insecurity and anxiousness. Indeed, most people are happy simply to have someone willing to run a game. I don't think there is much for me to add to what Wombat and Saeviomagy and the others have already said. Pre-set adventures for low-level parties are a good way to start - they have the basics in terms of rules without getting exotic (especially when it comes to spellcasting and special abilities, which can pose problems for new DMs). When starting a new campaign, I like to ask the players for feedback, though not immediately after the session ends (it gives them time to think and email me a considered response). Know your players and their characters. If you fudge a rule, don't worry; even long-time players are apt the make a mistake.

And remeber, as DM, YOU ARE IN CONTROL.

All the best.

Alhazred
 
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Of course you should go for it! That's great that you like it so much :) I have a friend who can't even think of a hobby to try at all, for you to have found something you're so enthusiastic about is very cool. Who cares if you're a newbie at DMing (and playing at all for that matter)? You've got enthusiasm and passion, with those assets you're sure to do just fine ;)
 

I'd encourage you to give it a try and don't be too hard on yourself at first as like anything else it takes practice. Planning is good even if you are an experienced DM, so think about what you're going to try and do, but don't be surprised when the players do the opposite of what you expect.

A useful free adventure to pick up (even if you don't run it) is the wizards amulet from the Necromancer Games site as it has hints for novice DMs. Also check out the threads on tips that are around.

I'd second the idea of starting with 1st level characters as they've less powers, feats and skills and they'd be fighting simpler creatures to DM (running four to six kobolds or a couple of Orcs is easier than having monsters with lots of different abilities to worry about).

You can run a game with just the PHB and some reading from the 3.0 DMG and MM. The simpler monsters haven't changed that much between 3.0 and 3.5 so not having the latest DMG or MM won't hurt too much and you could always use the SRD for some content.
 

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