new wannabe DM here [Archive] - Wizards Community

Post/Author/DateTimePost
agletam

01-25-07, 05:37 PM
hi i've never played a real campaign before... me and some firends have messed around and we have fun but i want to become a much better DM.. I have a couple friends right now that want to start a serious campaign (one of them a seasoned player) and want me to DM it... They also want it to be in Eborron... Any tips for starting out DMs???
mhacdebhandia

01-25-07, 06:12 PM
My best advice: Use some published adventures.

Many people have run the arc that begins with "The Forgotten Forge", at the back of the Eberron Campaign Setting, and continues through Shadows of the Last War, Whispers of the Vampire's Blade and Grasp of the Emerald Claw.

It's probably best if you look around these forums for threads on some of the unexpectedly difficult encounters and other problems people have run into while running the arc, though.

Personally, the first Eberron campaign I'm running is the Savage Tide Adventure Path from Dungeon magazine, which I'm adapting from its default Greyhawk setting with the aid of Keith Baker's (quite delayed) conversion notes.
FilmGuy77

01-25-07, 07:39 PM
Published adventures are definitely a good idea. I have been running the Forgotten Forge arc, and I have had really good luck with it. It can be problematic, and you should check out some of the threads about it to make is smoother, but all in all it is a good path to follow.

I'd also suggest getting the Dungeon Master's Guide II if you have some extra cash. I personally think it is a really good book for any DM, but in particular it offers good advice for novice DMs.

Mostly just keep in mind it is all supposed to be fun. Don't get too bogged down in the details and have a good time.

Good luck and good gaming! :)
Vharuck

01-25-07, 07:53 PM
Have the first session be only the creation of characters. If done well, this will take hours (especially if you share books). This also helps because, between the character creation session and the next session (in which the campaign begins), you can use those neat little character bios and histories your players handed you to create a campaign that fits them perfectly or adapt a published adventure (yes, they are awesome, if you don't like the Forgotten Forge check out the free ones on the D&D homepage).
Moebius

01-25-07, 09:23 PM
I just started DMing as well and found Scourge of the Howling Horde (http://www.wizards.com/default.asp?x=products/dndacc/953827400) noobie-friendly. Its made for first time DMs as well as 1st Level characters. Its not officially Eberron, but with some added flavor it could fit with little trouble.
joelsanda

01-27-07, 09:46 PM
The single thing that made or broke game sessions for me, as the DM, was preparation. I use published adventures (career and family and house keep me busy!) but I make a note in my campaign notebook.

I'd suggest a notebook where you note dates events happened (someone gets poisoned and the effects take three days to show up, etc...) and plot out the evening's session in a notebook.

Each encounter is entered in my notebook with monsters' AC (T and FF, too) as HP. I note the Challenge Rating (I opt to award experience after each encounter) and any story notes. This means I can keep all info I need to quickly reference in one notebook. It also pays to write down treasure - so when it's later identified you can refer back to the item's description.
slainethehornedgod

01-28-07, 06:14 PM
A couple of suggestions...

1 ) Don't bite off more then you can DM. Too many DM's (myself included) want to start with a 'world shaking' campaign simular to what they see in film or fiction. This can cause all sorts of issues with believability and game mechanics which a new DM should avoid. Stick to smaller campaign ideas at first.

2 ) Preparation is key. Spend some time before every game preparing for it. Avoid random encounters whenever possible. Come to every game session with 3-4 encounters complete with treasure already rolled up. This is where having a store bought adventure can really come in handy. If you buy a adventure be sure to read it all the way through before running it.


3 ) Stick to the rules. When you are just starting out is not the time to use house rules. Run a couple of short campaigns before you think about changing things. In fact, I recommend that you stick to just the core rules (PHB, DMG and MMI) so you and your players can get the basics down before jumping into some expanded rules.


As always you should be having fun so take what you want from the advice you find here. Enjoy and happy gaming!
Setherial

01-30-07, 09:15 AM
If you want to be good give it time, after 5 years I finally get the feeling I'm getting somewhere and still every session is like a big challenge. That ofcourse is what makes it fun :)

- I think it is important to talk things out with your players after the session, ask how they liked it, what they are interested in doing, what they would like to change.
- If two players didn't get along last session talk about it before the start of the next session. Solve the problem by taking the group away from the table for 10 minutes and work it out.
- make decisions. this is very important. If there is an issue about a particular rule just use commen sense and go with it. Don't start looking through piles of books because it will slow down the session and most likely ruin it. Look it up after the session and if you were wrong tell your players the next session how it really should be.
- most important of all, don't use any Deus ex machina. I just hate it when a DM artificially keeps my character alive with one bad improvisation after another. Drives me into a frenzy. If a characters time comes it comes, roll a new one, live with it.
Heroes should solve their own mess or die, that's the way it is. (and if you do cheat, which I do all the time actually, make sure you think quick, and keep the pokerface. If they are on to you the session is ruined)

good luck, you have a long way ahead of you but it only gets better....