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To DM or Not to DM: Need Advice
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<blockquote data-quote="Kae'Yoss" data-source="post: 1604485" data-attributes="member: 4134"><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.)</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 1604485, member: 4134"] 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.) [/QUOTE]
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