Starting Some DnD
Tomorrow, some friends and I are going to start playing some DnD. I don't know if it will become a weekly thing, but we are going to start trying for it. None of them have ever played DnD before, and I (being the DM for the campaign) am still a bit fresh. I have the starter box I bought from the store, so I have a map, basic beastiary, rulebook, and adventure book. Any suggestions noob character creation (the tool from Wizards seems fine) and are there any good, short beginner campaigns out there, besides the one the game came with? Just any tips on starting DnD? Thanks!
0
Comments
Nothing is worse than a DM that says "Well, there is a little girl getting robbed and is just about to be killed... how do you want to save her?" That makes them become a tool to the story instead of helping write the story.
Character Forget the stats and the tools and the books.... help them "feel out" a character. Help them develop a history, talk about traits that define them. After they have that, mold a character around that idea. They become attached to the character and understand how to play it in a realistic way. If they want a player that is basically good but not really a "by the book or law" kind of guy, then make them unaligned. If they want to be the hero and ALWAYS jump to the rescue, make them good.
Now, I rarely follow the books rules when I make a character. The new edition is more adapt to a vast pool of skills, traits, and such. If you don't like the wording, change it. Treat the books as guidelines not cannon. Make the player love his character and he will play it better.
Campaign Here are some things that I learned in my 15+ years of gaming and DM a ton... Don't take a "module" from Wizards of the Coast and play it as is... Take a story and start there. Develop a history for the world. How common is magic. What is the economy (how much does a gold piece buy you). Are there wars going on? Is the world/ country/ local area peaceful? Now, at first level these guys are suppose to be the equivalent to high school hero's. You know, the one kid in your school that is really smart, or the kid that is just gifted at just about every sport, or the one that gets EVERY girl by just walking by... They aren't supper-beings, just a bit more gifted than average. They aren't college material yet...
So, take a simple story and mold it around these guys. Maybe they are all looking for misc jobs and some merchant needs some cooks/ stable boys to go on a caravan trip. Add in a scholar that wants a scribe to help copy local documents while in route to a bigger city. You now have a group of low level folks all going together... now throw in an attack and they are forced to help defend or maybe they are all that survives and now they must help lead the caravan to safety or rescue an object...
Battle vs Story OK, here is an argument waiting to happen. Some think that D&D is all about kill'n the bad guys. Other would rather just tel stories and figure out puzzles and never fight. Me? Balance between the two. A good story needs to be told to keep it intersting. Add in some puzzles and a battle or two... Awesome in the making.
I was looking at the 4th and 3rd edition character sheets and they blew me away. The pre-built characters that came with the starter set had really simple and easy to read stats spread over two pages. The 'official' ones have everything everywhere and they totally blew my mind. Feats and deities, those are all new to me.
Confidence though only comes from experience with DM'ing and familiarity with the rules and the story you're running. DM'ing experience will only come from DM'ing so there's nothing much you can do there. You just have to play and play often. Start small and don't try and bite off a story idea bigger then you can handle. That will only lead to your own frustration.
It's perfectly fine to do a simple save the princes dungeon romp. Rule familiarity comes from reading the books over and over again. It also comes from playing the game and understanding how the rules you've been reading actually are applied. If you get a solid grounding that will help to inspire confidence in your players as they learn to respect your judgement calls.
If you are running a canned adventure read through the module plenty of times so you know it more then a paragraph ahead. It's also a good idea to create your own simple point form plot outline for what's supposed to happen. It'll be far quicker using that to navigate, then page flipping the whole time like a choose your own adventure. Also expect for the players to come up with ideas that aren't in the module. You need to be prepared to handle them.
Regardless of how the first session turns out don't give up, it will get better.
#2. Give players latitude, but don't let them walk all over you. A gamer that tries to abuse the system or ruin the game ruins it for <b>everyone</b>.
#3. You're the boss. You decide the rules and parameters of the game world; leave some things open to debate, but know when to put your foot down and say "this is the way it is."
/me has died twice in his current campaign.
One of them was hit by a falling trap rock and died and the other ate a poison stew and died....in the same room....after killing a room full of goblins and dure rats....heheh...
You see he was making up the campaign as we went along, not a good thing...
Good Luck with it, it was a lot of fun once we got a good DM.
Think Geek got some sweet dice...
http://www.thinkgeek.com/geektoys/games/745a/
This other DM just plain sucked...
I play the Fighter and I am the tank.
-drasnor
-drasnor
A friend of mines going to be starting up a Warhammer Fantasy RPG set in Freeport, which is a D&D setting based around a pirate setting with a Cthulhu-esq backdrop.
After that finishes it looks like I may be running another Warhammer Fantasy game where all the players are Skaven. So it'll be a lot of backstabbing, paranoia and power struggels. Where the group must succeed or likely get eaten by their supperiors as is the skaven way. But within the group they'll be wanting to one up each other and shift blame from themselves.
Good times.
I am New to D&D but I do know the rules good enough to DM. Well I made a World, Places, religion, and so on. I made a cool intro with a ship crashing into a village and so But as we started playing EVERYTHING went down hill. My NPC's were not how I wanted them to sound, I droped my friend (the PC) in spots where he didnt really know how to move on, Worst of all I had this village made for 100% story so it would welcome him to the world more or less but he ended up playing for 3 hours and neaver geting out of the village because the talking went slow as hell. I think I have a good story and after that village it heats up into "freedom" we all know as D&D but the whole "First Chapter" just failed. This Really put a dammper on how I thought I could be a good DM
Well we are meeting again tonight, What should I do? I think I all-ready screwed by story up? Any Good Info about DM I need to know?
Thanks
For Example:
If last game they were walking on a road out of town - Should I start them next game on that road
Or Should I just start with "You now Find your self next to a cave. You seem to hear growling from with-in"
Also- We have only one DM (me) and one Player (My brother) we are looking into geting more but is the game worth it with only 1 player?
Thank You for the feed back, Anything helps
With just one player, you're in a rough spot. The best thing do to would be to find two more people. A party of three works well and will have more fun in the long run. Do you or your brother have friends who could join in? The more PCs, the more conflict and camaraderie you'll see. And that's what makes the game great.
Thanks, Xiper