A simple question [Archive] - Wizards Community

Post/Author/DateTimePost
the_icon

10-05-07, 07:09 PM
Hey guys . . . I'm going to DM my first game tonight. Any advice?
Seeker95

10-05-07, 07:15 PM
Just have fun.
Novem

10-05-07, 07:17 PM
For one, you may wish to try posting this in the "What's a DM to do?" section.

I really enjoy DMing, though it can be trying if you do not get some respite- it is rather harder to DM than to play. Generally, I like to surprise my players- outflanked by Kobolds with superior tactics with smarter and more adaptive plans, beaten in a large battle by Orcs, etc.,. I also love using Dragons- there's nothing quite like them.

Tell us more about the campaign, the party, etc., and we may provide better advice.
MortonStromgal

10-05-07, 07:17 PM
Players are stupid! but serriously they will do everything you did not plan for so be ready to roll with the punches and welcome to the DM club.
bone_naga

10-06-07, 02:45 AM
Be able to make up stuff on the fly, as the players almost never do what you expect them to do.

Don't railroad them into choices that they don't want to make.

Listen to legitimate complaints or questioning of the rules, the game is supposed to be fun for everyone, but you are the DM, so don't be afraid to tell a player that your ruling stands. Also, don't let a rules lawyer ruin the game. If need be, make a quick judgement, and let the player argue the point after the game session is over.

Don't baby the players, but sometimes DMs make mistakes. If you realize that you created an encounter that was much more dangerous than you intended, give the PCs an out (easy escape route, someone comes to their rescue, fudge the dice, etc.). Now if the PCs got into that mess through their own stupidity, that's a different story...
Astron the Wizard

10-06-07, 07:55 AM
I really agree with bone naga, but I just want to put an emphisis on how you MUST NOT RAILROAD! I hate it when that happens. And if you have to save them from a really tough encounter, don't let another NPC come and save the day. The escape route is a really good idea.
Novacat

10-06-07, 10:06 AM
Don't take yourself too seriously and you should be fine.
Habronicus

10-06-07, 11:54 AM
I just want to put an emphisis on how you MUST NOT RAILROAD!

Or, if you do, make sure you're clever enough to not let the players realize it :)
the_icon

10-06-07, 07:37 PM
I regretfully have to start out by saying that the game didn't happen. There were issues with attendance, and of the players who DID bother to show up, a few of them failed to remember to bring their character sheets. So we mutually agreed to postpone the game and they ended up playing Halo all night instead. *le sigh* :(

Tell us more about the campaign, the party, etc., and we may provide better advice.

Well, okay. My friends and I formed our play-group and started playing the game early last year, and the core consists roughly of about five players. Others play when they can, and this results in a group of usually 6-8 people, plus the DM. Of the consistent players, there's a Samurai [the self-proclaimed "boss"], a Cleric [The usual DM's Character, interferes little in the game except to heal], a Ranger [or, more accurately, the party sniper], a Warmage [mine, and the only caster in the party since the wizard got eaten on our third adventure], and a Swashbuckler [who's just amazing at role-playing, so he's fun to have around]. Aside from that, "the sometimes" players include a Druid, a Monk/Rogue, a Barbarian (Half-Orc, of course), a fighter and a Dragon Shaman.

The campaign is a little more tricky to define. Mostly what we've been doing is cruising the countryside looking for trouble and loot. While I (and many of the players) don't feel that there's anything wrong with this, especially for a first run-through of the game, some are complaining that the storyline has been lacking direction (mostly due to the samurai player's belief that the "campaign" we're running is supposed to revolve around his character).

Now, the variable in the situation is that the current DM is going back to school, working and trying to maintain a social life just like the rest of us, so he has little time to devote to full-time DMing. I mean, writing adventures, learning the rules, and trying to juggle and control a group as large as ours is a tough job in itself, and most of the players don't realize that. So what he and I decided to do was split up the responsibility; I'm going to take over DMing for a while, and give the guy a break.

What do you folks think?
Novem

10-06-07, 10:40 PM
I think you might want to expand the world for your players a little more- it could be just me, but it seems they feel a tad railroaded. Personally, I prefer a more open-ended game, perhaps you should try that?

As for opponents, your party seems quite unoptimized, so don't feel pressured to give them uber-enemies.

I also have another question- what is the "theme" of the campaign? Plot, as well, and I could give more advice.
PantherFern

10-06-07, 11:37 PM
I think maybe the first step is to dissolve the notion that the samauri is the Center of the World [TM]. If this is done in-game or out is your call as you know these people best. It is simply not fair for the rest of the party to play tagalongs to The Guy.

Maybe try starting up a questline of some sort, even something simple. You don't say what level they're at but the following idea can be altered to suit.

They get attacked by a tribe of orcs. They later get attacked by the same tribe of orcs. Each time they are able to discern a bit more about where the orcs are coming from. Rinse repeat until the party decides to get to the source. Maybe the settlement has some beef witha party member or something; maybe they were contracted by somebody else to take out the party. Whatever.

And of course, it doesn't have to be orcs. Kobolds, goblins, wild elves, duergar, whatever feels right.

It's simple; it'll give them some sense of direction rather than randomly wandering around; maybe you can tie in a plot hook to somebody to get the samurai out of the spotlight for a bit.

A bonus to this is that it should take a lot of work off of you having swarms of the same enemy type (fewer NPC's to stat/equip) and aside from whatever plot you attach, there shouldn't be alot to keep track of.
annoyinglizardvoice

10-07-07, 12:10 PM
Make sure you DON'T drink more alcohol than your players. I can think of a least one first time DM who's messed up what could have been a promising game by not obeying this one.

If you're tetotal (I know I've spelt that wrong), too young and/or have anything that resembles common sense, then you probably don't need to worry about this.
branmakmuffin

10-07-07, 03:15 PM
Make sure you DON'T drink more alcohol than your players.
How about "don't drink alcohol." In my experience, any alcohol lessens game enjoyment to some degree. If someone can't lay off the sauce for one evening, he's an alcoholic.

In response to the OP, don't let anyone have access to books other than the PHB, unless you designate a DM's HelperŪ. That'll go a long way towards stifling rules lawyering before it gets off the ground. And even if not done for the purpose of rules lawyering, it's distracting when one player, while waiting his turn, thumbs through some book you don't even use and then announces "Did you know Githyanki can have Weapon Specialization in two-handed sword even if they're not Fighters, as long as they have a level of Ranger and Aberrations as Favored Enemy, or they're Clerics with the War or Destruction domains?"