Advice request [Archive] - Wizards Community

Post/Author/DateTimePost
Dashmin Fleetfoot

03-09-06, 11:15 PM
I am having trouble finding a suitable group to join. There seems to be a large Player-to-DM ratio making it hard to get in before a group fills. So, in order to get my DnD fix, I have been contemplating taking a stab at being the DM. I believe I am capable of creating a story that would keep a group entertained. I am a pretty good story teller.

The bad side is I have never DM'd before. In all honesty, I probably don't know EVERY single rule either. But I have a desire to at least try.

So here is what I am asking. I have no friends that play, so I would be relying on strangers to put up with my lack of experience. What are a few key pointers that you experienced DMs might offer to me to focus on in trying to pass as an acceptable DM? Do I go for a detailed world, or focus on the rules? Is storytelling more important?

I would most likely start by doing this online with AIM or MSM.

Thanks for any input.
lord_kuro

03-09-06, 11:34 PM
Id say creating the a world is more important that storytelling. THough i am all for roleplaying , my campaings are roleplay heavy and i dont take kindly in power players or people who only want to kick in the door. However keep in mind this is the story of your players and not only yours. You are there to guide them on the world you have created for them full of adventures. Dont try to make stories with complex plot hooks ive tried this before, in the end this one adventure becomes this long never ending quest that tends to get boring. In any case id like to join any online game you are willing to DM. Just send me a message or something.
Doopliss

03-09-06, 11:51 PM
Well, you could do what I do sometimes when I'm put in the DMing role one too many campaigns... You could try splitting DM-hood with another player and alternate story arcs, assuming the PC currently 'off' is training enough to keep up with the rest of the party. It's better suited for less roleplaying-intensive games, but it works...
Lokathor

03-09-06, 11:59 PM
Knowing the Rules: It's generally enough to start with if you know the rules for all the monsters you're going to use, you understand the "Combat" section of the PHB at least fairly well (though you don't need to memorize every special attack form and every AC change), and you understand beforehand the rules for all the abilities that your players have at the start of each session. If they get something super new during a session that needs an explanation that only they can give, the other players won't mind as much anyways because they want to know too.

Sticking to the rules: If you think a rule should be changed, change it, but if you allready have players, talk to them about it before you set your mind in stone.

"Kick in the Door" vs "Political Mystery": Most people are somewhere in the middle of the two extremes, but everyone is usually still noticeably leaned to one side or the other. If it's easy for you to create to your player's tastes, fine and great. If you're only interested in leaning to one side or the other in your game, best to speak up early and get like-minded players from the start. As a new DM it's usually best to try to not demand too much of either form and just see if you and the players can all find a happy point in the middle. All Roleplay and there's no point to even having those (virtual) dice there in the first place. All Rollplay and you might as well have turned on Final Fantasy.

And just to show the other side of lord_kuro's statement: storytelling can beat world building any day. If you've got an idea that keeps the players interested in a single cave's tunnels for 3 levels, all that world building you did goes to waste in the meantime. "Build as you go" (but not as your going).

Edit: Forgot to mention that I'd also be interested in playing (depending on the game time).
Silais

03-10-06, 05:00 AM
I'd advise that you avoid playing at anyones house. It tends to put people off if they're playing at a strangers house (and depending on your age, it may not be the safeist thing to do either). Play at your local gaming shop instead.
Lenarior

03-10-06, 05:07 AM
On knowing the rules:

Never mind that. I've been DMing for I don't know how many years and I've never learned an entire rules-system. If you know enough to play, you know enough to DM. If someone gives you grief for flipping through the books when your unsure about a rules, ask him to quote the rule for you. Everyone at the table should have as much responsibility for running a smooth game, the DM has enough weight on his shoulders with writing adventures, designing world, keeping track of about a million NPCs.

Keep it true, keep it real, keep it phunky.
Setzertrancer

03-10-06, 05:34 AM
In my first games I had flawed games because I focused too much on the world and the storytelling side. Try not to railroad your players into a story. As a new DM it would be best to start with a simple dungeon crawl or even better use a module. Just keep it simple to start with or you will make more mistakes then you could prepare for. I've got nearly a year of DM experience so hopefully my advice is fairly good
Dashmin Fleetfoot

03-10-06, 07:20 PM
Thanks for all the replies. All helpful info to consider. Well, for the time being, I am going to start creating a small, simple module from scratch. It will of course be part of a larger story eventually, but it will at least be a good introduction for me (and the players). Thanks again all.
Bardic_Boye

03-10-06, 07:51 PM
i am only truly learning to DM myself, and i'd love to play a game with you. send me a message anytime

:D
Nom

03-11-06, 12:13 AM
Keep it minimal. There's a lot of good expansion material out there, and a lot of poor material as well. Particularly with strangers, start by keeping it simple - just use the PH (and I'd recommend a 25 (or 28, if you must) point buy). As you gain more experience you will be able to decide what you want to include, exclude and change, but don't try to steeplechase before you can walk.

Talk to potential players before you begin, to gauge expectations. Is this a minimal RP dungeon crawl, a mystery, an RP heavy story where the dice are only touched occasionally, or something in between? Tell the players what sort of game you like to play. If they have particular goals or likes, try to include them, but if they obviously don't have compatible aims then it's probably better to look for players who do.