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Getting Started

Discussion in 'Dungeons & Dragons + Other RPGs' started by Lord Squiff, Nov 6, 2002.

  1. Lord Squiff Gems: 2/31
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    [​IMG] I've played several games of D&D with a load of freinds, and now i'm thinking of getting into hosting my own. The only problem is i don't know where to start (what with the books and all).
     
  2. Taluntain

    Taluntain Resident Alpha and Omega Staff Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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  3. Lokken Gems: 26/31
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    If going to be a DM, Monster Manual is also more or less "required" unless you can get the info from another source. Or use different monsters.

    If having your game in faerun, the Forgotten Realms Campaign Setting would be a good book to have as well, but not needed (it brings lots of info if your clueless though).

    As for the campaign itself, it's usually a good idea to have a main plot planned in a sketch-like design so you know what you're aiming at. Then start planning the beginning in greater detail and when starting to play, let the players and plotline adapt to each other so the players can have impact on the plot, but still discreetly follows a certain line of direction.

    if you're new, start out with an neutral/good group. Evil players requires some skill and usually harder to motivate to do quests etc. which can be a pain for a newbie dm.

    Some more points you might want to consider:

    Don't be afraid to kill your players if they've done something stupid (like insulting an arch-wizard by spitting him in the face or charging a sleeping great wyrm.. that kinda stuff).

    Rather send an easier encounter than a hard one against them. To get a feel of the combat ability of the group.

    Making the pc's more or less important characters often increase morale among the players. Could be a title or reputation around a certain area they're campaigning in (only if they deserve it of course).

    Learn the rules, or as many of them as you can. Being a DM often contains the job of answering many rules questions and making decisions about vaguely explained rules. If you aren't sure, make a decision in game, and ask on a board for clarification and notify your players of this.

    Prepare your encounters before the session! And only pick monsters you feel comfortable using. In time when you get more control of everything, you will likely want to try out new monsters with new special abilities, and then surely should go for it ;)

    [ November 06, 2002, 23:09: Message edited by: Lokken ]
     
  4. Atreides Gems: 7/31
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    Let's see, the Player's Handbook, Dungeon Master's Guide, and the Monsterous Compendium (for more monsters snag volume 2) are necessary for DMing. Now, if you are just starting as a DM I recomend that you play through a prefabricated module (I'm assuming those are for sale on the previously mentioned link.) It won't be the best experience for the players but more importantly it will teach you how to DM, what to do and what not to do. The FR stuff (or other campaign settings) are great if you do not want to take the time (and believe me there is a lot of time involved) to create your own world.
     
  5. Shadow Assassin Gems: 13/31
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    Also don't forget that your world doesn't have to revolve around action. If you're not comfortable with DMing battles don't make your world and quests based on that. Some of the best games involve little action and revolve around problem solving and interaction with the npc's.
    Granted a battle here and there will still be necessary to keep most pc's interest it doesn't have to be the focus, there doesn't even have to be an arch villian in the game, maybe the problem has to do with disease and you have to find the source. Could be a locust infestation. there are all sorts of things that you can do as a DM.
     
  6. Astin X Gems: 6/31
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    Keep it original. Basing adventures on movies or books lacks surprise. Everyone's advice - keep is simple at first and get a good feel, and buy Player's Handbook, Dungeon Master's Guide and Monsters Manual. Everything can be taken forward with those books alone.

    Most important rule: - This is P&P, and the rules are as the DM makes it. The rulebooks are simply a guideline.
    (... and don't forget the die)
     
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