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<blockquote data-quote="Dannyalcatraz" data-source="post: 5880860" data-attributes="member: 19675"><p>You're basically in the right place!</p><p></p><p>First, in my 30+ years of experience, I would have to say that most of the gamers I met got initiated into the hobby playing a Player Character (PC) with an experienced player running the game as Dungeon Master (or Game Master, Judge or whatever the particular game calls the guy all alone on one side of the screen). What you're doing is extremely rare and difficult to do. I say that not to discourage you, but to give you some perspective.</p><p></p><p>Second, most of the DMs I know- myself included- started by running commercially produced adventures. The best of them save you a lot of work and give you hints on running the adventure that are often applicable to running a game in general. The worst of them- except maybe the infamous <a href="http://www.enworld.org/forum/general-rpg-discussion/148566-example-worst-tsr-adventure-module-s-ever-published.html" target="_blank"><em>Forest Oracle</em> </a>of 2Ed- are fixable by experienced DMs, who can find the good parts and rework the adventure from there.</p><p></p><p>Third- you will screw up, that is a fact. Accept it. Every DM does it. Just try to figure out when, how & why you did and learn from it. Usually, you'll figure that out by listening to your players.</p><p></p><p>Fourth, as a new DM, read your DMG, especially the stuff about running a campaign. There's some good stuff in there.</p><p></p><p>Fifth, as a new DM, use the KISS method: Keep It Simple, Stupid! Don't try to use all the books at once. Limit what sourcebooks your group will be using at first until you get a better feel for things. One simple way to do this is use the Core 3 books and the <a href="http://http://www.d20srd.org/" target="_blank">SRD.</a>. After a little time, you can expand the source list and let people rework their PCs or make new ones.</p><p></p><p>Sixth, don't be afraid to ask questions...of your players or the good folk here at ENWorld!</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5880860, member: 19675"] You're basically in the right place! First, in my 30+ years of experience, I would have to say that most of the gamers I met got initiated into the hobby playing a Player Character (PC) with an experienced player running the game as Dungeon Master (or Game Master, Judge or whatever the particular game calls the guy all alone on one side of the screen). What you're doing is extremely rare and difficult to do. I say that not to discourage you, but to give you some perspective. Second, most of the DMs I know- myself included- started by running commercially produced adventures. The best of them save you a lot of work and give you hints on running the adventure that are often applicable to running a game in general. The worst of them- except maybe the infamous [URL="http://www.enworld.org/forum/general-rpg-discussion/148566-example-worst-tsr-adventure-module-s-ever-published.html"][I]Forest Oracle[/I] [/URL]of 2Ed- are fixable by experienced DMs, who can find the good parts and rework the adventure from there. Third- you will screw up, that is a fact. Accept it. Every DM does it. Just try to figure out when, how & why you did and learn from it. Usually, you'll figure that out by listening to your players. Fourth, as a new DM, read your DMG, especially the stuff about running a campaign. There's some good stuff in there. Fifth, as a new DM, use the KISS method: Keep It Simple, Stupid! Don't try to use all the books at once. Limit what sourcebooks your group will be using at first until you get a better feel for things. One simple way to do this is use the Core 3 books and the [URL="http://http://www.d20srd.org/"]SRD.[/URL]. After a little time, you can expand the source list and let people rework their PCs or make new ones. Sixth, don't be afraid to ask questions...of your players or the good folk here at ENWorld! [/QUOTE]
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