Too scared to DM!

Forgot to mention

If you end up using a D20 system you might see if any of your players have The Seafarers Guide by Fantasy Flight Games.

My PBEM is centered around an ocean, and I am using or planning to use quite a bit of stuff from the book.

If you want more info about it's contents you can e-mail me at spectre72@adelphia.net and I will help you out.

TTYL
Scott
 

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randomling said:
want to run would be a high-swashbuckling, probably piratical campaign - think Pirates of the Carribean D20, with marauding seafaring orcs, merfolk and sirens, enchanted undersea caves, vanishing-and-reappearing islands, and cursed ships. Part of my worry is that "ordinary D&D" doesn't fit this style of game very well as a ruleset and reworking the rules would be interesting at best. I may steal some Conan ideas - I certainly like the Conan magic system better than standard D&D 3.5 for this kind of game.

First, if you think you lack confidence, be very careful who you DM for. Don't have any rules lawyers or brow-beaters who will argue you into submission. (You might even have some in your game and not realize it. Talk to the DM's already in your group, they'll know each player's gaming style). They can also tell you which players will be easyist to game with (most easy-going nature), and whch can help you the most (willing to stop the game while you look up rules, stay after to help you critiqu how you are doing. A beginning DM's best asset is an experienced DM to help you. From what you say you have 2, so you should be fine.

As for Pirates d20. Don't begin with that. Plan for it while your learning, revise plans, ask for help on forums like this one (I ran one pirate game for over a year & can help out some with tricks I found useful). But to first learn d20 start small.

Tips for 1st time.
1. No more than 4 players (the d20 system is based on 4 PC's, it works best that way.)

2. Only use the main 3 rulebooks (PHB, DMG, MM), the more books you let in, the more you have to learn. Also, don't fiddle with the system, no house rules until you know how you run & how your players react. (Exception: if your players have a well-established set of house rules you've all been playing under, you are more than likely to fit you style to these rules anyway so you might want to use them).

3. Make the PC's yourself and have the characters be 2nd level. Make 1 fighter, 1 rogue, 1 cleric, 1 sorceror (easier than a wizard at low levels). It's your first time DM'ing and if you make all the characters yourself, you are best prepared for what they can do. Stay away from monks/druids/paladins and keep with the four classes I mentioned here. They're the backbone of 30 years of D&D and 1 of each insures a balanced party. As for 2nd level, the PC's aren't full of special wha:):):):) that can wreck havok with your plans, but the extra level means your less likely to off somebody accidently.

4. Don't run a pre-made module. I've seen many a novice DM shot down in flames by PC's not doing things the way the module designer intended. Make up your own. You'll have more fun and be able to better deal with problems that might come up.

That's it for the roll-playing part of it, I guess. But the hardest part of roleplaying is creating the roles. No real advice I can give you, you already know it, believe it or not). Take inspiration from the world around you. TV, Movies, current events, books, all you see & hear can be transferred in one way or another into a good D&D game.

Later,
Vraille Darkfang
DM for almost a decade
 

Randomling has actually GM'd before, just not for this group - I think as Henry said her nervousness may be unwarranted. :)

Vraille Darkfang said:
First, if you think you lack confidence, be very careful who you DM for. Don't have any rules lawyers or brow-beaters who will argue you into submission.

OK, er... I do have bad rules-lawyer tendencies in other peoples' games, it partly comes from GMing too much I think. Stalkingblue slaps me down ok when I step out of line. I'll try really hard not to argue anything in this game - I think it may help that Randomling is using D&D as a base but heavily homebrewed system, I can chalk differences from PHB-RAW down to house rules. I don't think we'll have a confrontational attitude - unlike in SB's Midnight game I deliberately made a light, easy-come, easy-go kind of PC who I can have a good time with and not be emotionally devastated if he kicks the bucket. :)
 

Randomling: There has been a great deal of good advice here.


I think a one-shot is a good idea, as a confidence builder for you and for a way to get a feeling of how players might react to your DMing style. I think a key issue is how do you plan to motivate the characters. Although you doubt you can outwit some of your players, it may be more important to make them care about an adventure and their characters.

Sometimes, motivations can be found in a character history or in the interests of a player. One of the most important things for a DM to do is to try to have players care about their characters and the campaign. For example, you mentioned that at least one of the players has a law degree. Perhaps an adventure hook you can use is to try to creaste a sense of outrage at an injustice -- a friend of the PCs might be framed for a crime for a variety of reasons from politics to striking at the PCs. The players might have to address this issue both through adventuring and good roleplaying. (For example, part of the adventure might involve interacting with a judge or a town council. This can give players a chance to roleplay how their characters might speak on behalf of someone else.) The players might win a few allies and make a few enemies.

A good way to help create player interest in the campaign is to create NPCs that the PCs are linked to in some ways. Mentors, friendly rivals, and old enemies can add some spice to an adventure. The key thing is to create a sense of reality. You might also want to try to foreshadow some themes that you have in mind for later adventures. For example, if there is a war on the horizon where the characters might act as privateers, you can perhaps at least have the PCs hear about some minor skirmishes that lead up to the war. Or have the PCs involved in such a skirmish.

Good gaming!
 


S'mon said:
William - good advice IMO.

We (the players) both have PhDs in Law - this makes us Jaded & Cynical. :)

Er... to complexify further: we are the lawyery ones. Our PCs ain't.

Carlota: "Justice?! You just dare come near me with a bloody Justice!" ...

Now, can we get playing already? *bounce* *yibber* ...

:)
 

S'mon said:
William - good advice IMO.

We (the players) both have PhDs in Law - this makes us Jaded & Cynical. :)

Thanks. Although from StalkingBlue's remarks, it looks like Carlota will not want to deal with anyone associated with a court. Though I would feel sorry for the NPC who decides to frame Carlota or someone close to her -- a move they might regret. Hmm, I wonder what the damage is on keelhauling someone? ;)

I think it is important for a DM to get players to make an emotional investment in a campaign. It is far more satisfying for players, IMO, to defeat an old enemy who has taken great lengths to make their characters miserable than a new villain with no personal history in the campaign.
 

Whoo hoo!

Ran a short session, around an hour, on Saturday and it went really well! My PCs are really cool, we played very fast and loose with the rules - which made for some great moments that would have been so much less cool if we'd done them by the PHB - and had some great PC to PC interaction (which was what I really wanted to foster in the intro session). I learned lots about GMing technique, it's given us a possible direction for the early parts of the campaign, and most importantly, my players had a good time and earned a little XP!

I'm really looking forward to continuing the game now!
 



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