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| LordOwlstar03-30-07, 08:57 PM | Okay, so I am a new DM to D&D. I play with a bunch of my friends, about 10 total. I was the one who got them hooked, basically by screwing around at a party, and having one of my spontaneous ideas. We have played two fake sessions, where my friend was DMing with absolutely no knowledge about D&D. I am the only one now who has up-to-date books and dice. I’m working with the core only – nothing too complicated, and I want to find a way to introduce and hopefully lure them to play the true game of D&D. We are all eighth graders, not exactly mature, and our group is huge. None of the players are experienced, and it is impossible for them to get their character sheets done, since they have no access to the books. My players are also lazy – they don’t want to check out the WotC site. Since our group is so big, and I was thinking about possibly splitting our group into two different parties, in the same world, all part of a heroes squad. This will require another DM – I think my friend will be the best candidate for the job. However, I’m the only one who knows the rules, and I don’t even know them all that great. So we will be meeting periodically in game to switch up the party so I can make sure that nothing unbalancing has been allowed to occur. Also, how do I introduce them to the game? The first few sessions stunk on ice, and some of my friends are drifting away. I think it is because our group was so large, and it took forever to get everything going. We had an hour of game time, max, and three hours of prepping. I have a few ideas. Part of their required back-story is that they are almost graduates of an adventurer’s school. I was thinking to call people to a corner, one at a time, like in a testing situation. I will then give them their “final exam”, which will encompass most of first level. They will start with items, since it is part of their school supplies. The exam is a practical, with walls to be scaled, traps to be avoided, and other situations that will teach them how to use a skill or a feat or a spell. They will also have to face some form of combat, and I was wondering about what would be an appropriate monster for them to fight. They will fight monsters together, though, so I can introduce flanking, initiative, etc. Another problem is that I know that it will take forever to finally create the characters that they will be using for a long time. Should I set up their characters for them? Like, stat them out and choose their spells, feats, and skills? I’m afraid that I’ll mess something up, like give them a skill they think is cruddy, or setting them up for a character they don’t want to be. I don’t want to make a choice that will hamper them in game, and I want to make sure that they feel the character is theirs. I’m not really sure what will happen after that, maybe some encounters to boost them up to level 2, and that should be the end of our session. I have a town all set up, with a bunch of places to introduce. I am also thinking of rewarding them with minor, weak magic items they have to choose from, as graduating presents. Whew, lots of typing. Main Questions 1. How should I run the two groups, since they will be meeting often in game? I think I might have them go as two independent teams on the same mission. 2. How should I hook them on D&D? 3. What do you think about the adventurer’s school idea? Would you add anything? 4. Any important ways I could teach them the skills and stuff? Like a trap I should really use? 5. Should I roll the characters for them? If so, how much should I leave up to them? I know roughly what they want, since we are close buddies. 6. Should I go with the graduating presents? It seems like a way to get them involved and personal with the setting. |
| taradusis03-30-07, 10:34 PM | First off everybody needs to read the players handbook.Hard to play without knowing the rules.This will eliminate some players which might not be a bad idea.See if you can get more time to play.See if there's a D+D club at your school,a teacher could establish a club for you afterschool or during a free period?Most PCs really like creating their characters.GOOD LUCK |
| KillerVole03-30-07, 10:42 PM | First, congratulations on joining the ranks of DMs. I started playing in eighth grade too, and had some of my best quests ever then. Now, on to your questions. 1. You could get another DM, but that sounds like a bad idea if only you know the rules. Try holding two different sessions, one for each group. You can then hold one big joint session, for everyone, every month or so. That way, they can still interact sometimes, but aren't always stuck together. Also, it insures that their power levels remain constant, as you DM both groups. 2. The best way to hook people on D&D is to run cool, exciting quests. The game is not for everyone; you'll probably lose a few early players, but I bet some will stay. Good description, exciting plots, and plenty of combat should keep all the players interested. Try to cater to their wants. If you can, check out the DM's Guide 2, it has some good advice in it. If you do lose players, you can always reform your two groups as one good sized one. 3. The adventurer's school is a great idea. You could run it for each player individually, on a different day of the week. Help them create their characters, then put them through a basic dungeon. MAKE SURE not to kill anyone. That is likely to make the player upset. 4. Explain skills, and start simple. As you explain things, have the player fill out their own character sheet. By having them write it, you can help them learn it. 5. Don't roll their characters for them. Have them make them with your assistance. Part of the fun of D&D is making your own character. My first character ever was a paladin named Sir Gareth The Chicken Hearted, a total coward who loved birds. I had more fun learning how to make that character than in the entire game session (though that was because I had a bad DM). 6. The graduating presents sound like a great idea. You could give each PC a +1 weapon, or an item of equal value. This will probably help hook them on the game. Good luck with everything, and may your dungeons remain constantly intriguing. |
| WhylniaPendragon03-31-07, 01:13 AM | The ideas already presented are really good. I thought I'd throw out one more, that might be a good alternative. There is a D&D Basic Game that you could buy and it would have stat cards of iconic characters(such as Regdar, Lidda, etc) that the players could use for a couple of sessions while they get the hang of it. By then, you'll see who in your group is really interested in playing and can make plans on whether you should break people up into groups (and which would fit best into said groups, depending on the class that most interests them.) After that, sit down with each person individually and help them with making a character they are interested in. As mentioned before, good luck on this and welcome to the world of DMing. It can be tough, but is very rewarding, as wll. :) |
| Imatash03-31-07, 09:24 AM | [QUOTE=taradusis;11940594] See if there's a D+D club at your school,a teacher could establish a club for you afterschool or during a free period? 10 grade 8's!!? Wow I am working at the wrong school! :D Imatash |
| darkhunter200703-31-07, 03:16 PM | *tears of joy* reminds me myself *tears of joy* Hi and welcome to D&D, about your questions: 1&2. Run them separate as enemys, in a bit higher like 5 let them fight and make sure no one will win. 3. I'm not that type of person, i like more dark advantures im my games someone must die. 4. Let them learn while using them in a real tie sitioation. 5. let them use the point buy system. 6. As i said in '3'. |