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T O P I C    R E V I E W
Stout Heart Posted - 02 Dec 2009 : 18:41:14
So I have been a member for a little while now and I do a good amount of lurking. I post from time to time I read the books and I even write some fan fiction but I have never actually played D&D. Well I joined a group online and I am about to host my first D&D game ( Imagine Trumpets in the background ) It will be set in Faerun of course. What I was wondering is if any of my fellow scribes had any advice for me on running my first campaign?
11   L A T E S T    R E P L I E S    (Newest First)
Laerrigan Posted - 22 Mar 2010 : 08:24:22
Ok, you've probably already started, but I just found this topic....

Yes, absolutely ALWAYS be ready to wing it .

Know your players and their PCs as much as possible before beginning, and know the players' expectations and enjoyments (and let them know yours!). Keep up that communication.

It's all about everyone having fun, but when it comes down to it, you're the final law. Don't shy away from that or feel bad for using it in what you see as the common good (or for your own sanity as DM, lol), even if it involves letting the axe fall. It can really help smooth the path for all. But then, I gravitate toward characters leaning a bit in the lawful direction....
froglegg Posted - 13 Dec 2009 : 02:33:05
Be ready to wing it hee hee.

John
Stout Heart Posted - 04 Dec 2009 : 04:28:50
I intend to send them clan Battlehammer rout, which is to say I intend to make them earn the honor and respect of Myth Drannor one dead devil, orc and drow at a time. A few shades as well while I'm at it in hopes of gaining a title and a place in the city.
Wooly Rupert Posted - 04 Dec 2009 : 01:00:22
quote:
Originally posted by Stout Heart

Thanks for all the Advice guys. We are gonna be playing 3.5 focused in Myth Drannor right after it gets retaken by Seiveril Miritar.



If I may make a recommendation, then... I'm not fond of the official stance, which makes it seem like 5 years after Myth Drannor was retaken, it was once more a thriving city. Me, I'd have the Crusade successfully reclaim a large chunk of the city initially, but then retaking the rest of the city would take many more years -- a couple decades, I should think. Not only are there going to be baddies that got missed, but there's also centuries of ruin to deal with, and much twisted magic still lingering in areas. On top of that, there will be lots of traps and wards placed at various times over the years, and prolly things like living spells and stray constructs lurking in some areas.

And let's not forget various groups who may or may not want Myth Drannor reclaimed -- or not reclaimed without them having some influence.

So I'd have the PCs be part of the overall reclamation, instead of the official "okay, it's done" stance. But that's just my thinking on the subject.
Stout Heart Posted - 03 Dec 2009 : 19:21:29
Thanks for all the Advice guys. We are gonna be playing 3.5 focused in Myth Drannor right after it gets retaken by Seiveril Miritar.
MrHedgehog Posted - 03 Dec 2009 : 05:40:34
I have never actually played D&D in the Forgotten Realms setting either, and only a few times any other time : (
I just don't know anyone to play with haha
Afetbinttuzani Posted - 03 Dec 2009 : 05:35:11
For a Realms fan, one of the most important temptations to overcome as a DM is the tendency to overload your players with lore. They should principally absorb information about the Realms incidentally, as they play, and not through long exposition by the DM.

In my opinion, the two 4E Dungeon Master Guides are the best ever written, in terms of helping you to understand your players and develop your technic/art as a DM. This is due in no small part to the involvement of Robin Laws as a writer. I also highly recommend Robin Laws' short (38 page) award winning book titled "Robin's Laws of Good Game Mastering" This book is relevant to GMing in any rpg game system and offers practical and innovative advice. I wish I had read it years ago. You can buy it in pdf form from Steve Jackson Games.

Cheers,
althen artren Posted - 03 Dec 2009 : 00:21:33
Get out! Run as fast as you can away!
Take up needlepoint, car restoration or gardening. Use you
money to buy gold or penny stocks set to
take off.

Believe me, once the monkey's on your back,
it will NEVER climb off.
Hellkeepa Posted - 02 Dec 2009 : 21:13:56
HELLo!

Perhaps the most important rule for a DM:
If you can't remember, make IT UP!

Seriously, nothing kills the game for the players more than having the DM look up stuff every five minutes. Better to just come up with something right there and then, even if it's not quite correct, and write it down for later reference. That way, you might be wrong, but at least you're consistent about it. And consistency is key.
Also, do a bit of pre-planning. Making small notes, jotting down important monster/NPC statistics, and such, goes a long way to avoid having to use the aforementioned rule.

Happy syncin'!
wintermute27 Posted - 02 Dec 2009 : 21:12:54
When I was first starting out as a DM I had a player recommend the Fear the Boot podcast. It is a great resource, packed full of ideas and advice for both new and experienced DMs and players alike.

One thing I think I ran into early on was just the large amount of planning involved in writing a campaign. I had no idea what to plan for and ended up spending most of my time writing things I never used. Published adventures are a great way to cut your DM teeth and give you an idea of what sort of things you need to do to prepare for a game for your group. I've run Cormyr: The Tearing of the Weave and felt that it is a great, well written adventure that is easily adapted to do whatever you need it to do (I ran it in Thesk with the Pathfinder RPG rules). I don't have much experience with 4e, but I have gone through Keep on the Shadowfell as a player and it was a lot of fun.
Matt James Posted - 02 Dec 2009 : 19:18:09
Excellent! Welcome to what will become an addiction (at least for me). Some things that come to mind...

1. Focus on the story and immerse your PCs. They will appreciate your hardwork more and be more involved.
2. Accept now that you WILL make mistakes. Its unavoidable. Learn from them and move on.
3. Be firm in your rules adjudication yet favor the enjoyment of your PCs. Also, don't let them control you. You are the arbiter!

There are so many more, but a lot of it you will learn as you go. Let us know how it goes!

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