Discussion:DM advise for a new DM
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DM advise for a new DM
Steriotipical DND nerd 22:16, 30 March 2009 (MDT)
Could anyone help me out? I am a new DM. I'm not new to DND, but I need some advise that I haven't seen in the core rulebooks. They all say the same thing.
We'd love to help, but none of us are psychic, thus we cannot read your mind. What sort of help are you looking for? Do you have specific questions?
Steriotipical DND nerd some time later
Nothing in particular, just advise so that I don't drive my group into the ground.
Steriotipical DND nerd 22:53, 30 March 2009 (MDT)
I do have some questions though. How much treasure do I give my party of 9 second level characters? Should I have my own PCs in the party or should I not?
Read DM of the Rings, it will provide comedy and learning.
Always keep the action going. Use good flavor, be descriptive, but not too descriptive that it wastes time. Ensure that everyone has fun. Don't forget bathroom/snack breaks. Ask the players for feedback. Interesting and oddball things are good, but the classic stuff is classic for a reason (raiding dungeons, slaying dragons, saving maidens, that sort of thing). Man, I know there is a lot more stuff, but seriously, read DM of the Rings, its got a lot of advice in it.
9 Characters is a lot, especially for a first time DM. Do whatever you can to avoid having more PCs, NPCs or whatever, because that'll only serve to slow things down and make it less fun for everyone. Also, depending on the edition (I don't know 4e), check your DMG for a table called Character Wealth By Level (in 3.5e its on page 135, and at 2nd level, a character should have about 900 gp worth of items and treasure).
Also, to add something to what steriotipical said, our group is overpowered. We're using an alternate, power-boosting stat-bonus system that effectively bumps up our party power level by...I'm guessing about one or two levels.
NINE people? My God, man. I can barely keep five of my friends focused enough for a game. Also, having a PC isn't that bad. I have one in my game, and it's been running just fine. A good rule is to let the people who aren't DM struggle a bit before you let your PC help out, and keep your roleplaying to what your PC would know. Of course, with nine people, you shouldn't be tossing your own PC into the mix. You've got enough of a challenge as it is. --Regulus 20:32, 24 March 2010 (UTC)
Jay Freedman 22:19, 24 March 2010 (UTC)
Regulus, this discussion is over a year old... It's ok bro. Just let it go... Just let it go...
--Steriotipical DND nerd 17:49, 13 April 2009 (MDT)
Scarge is part of my DND group.
Just a piece of advice: NEVER EVER EVER put your own PC's in a game unless they exist to move the story along. It helps avoid the temptation to do the "Deus Ex Machina" save if the group gets into trouble. At absolute MOST; they should pass along a piece of information or equipment and then vamoose out of the story POSTHASTE
Master of Dungeons
i agree with keeping dm pcs out of the game. let the players steer their fate. make stories and adventures personal. is there a druid in your group? tempt her with decisions that might force to change alignment. make treasure almost like another character. think "lord of the rings." the ring is amazingly powerful and tempting, but carries with it dire consequences. you can use magic items in the short term, like just enough charges to last one or two adventures, coupled with situations in which said item HAS to be used for puzzle or encounter. lots of money is fine, as long as they have to spend it. hack and slash is fun, but add some good roll playing, too. that's what this is all about, right? remember, anything can be a puzzle, from a Rubik's cube to a conversation. and most of all remember, yours is to balance the universe, theirs is to carve out a story.
Turillazzo 15:28, 20 July 2009 (MDT)
An hint: if it's your 1st campaign don't use a 9-charachters group. Separate it in two groups (they can meet and go together when you have some experience).