(advice) how should a newbie DM start DMing?

Grim

First Post
I am going to try to DM a campain at the summer school i'm going to go to this summer, but i doubt that anyone else there plays DND... once i find a group, how should i start? I've DMed maybe a few times, and they all went badly because I was really into the storyline aspect, and all my players ruined it by being total powergamers/metagamer/jerks...

what should I do to make it easier on myself/others... and what is the best way to teach people?
 

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Find some common ground, and try to see what characters they are making. Thus you can adjust and anticipate their needs.
If nothing else, let them try a pre-generated character to get them in the mood. Finally, find a place conducive to role-playing. Some place quiet and comfortable but FAR away from every-day distractions.
 

I've found that its good to not plot out a overall storyline. Create a few NPCs who are the powerbrokers of the region. They all have different agendas, and these agendas will eventually be influenced by the actions of the PCs. This gives you some surprises, but also gives you more of a dynamic game vs. a staid story. Let the PCs have a stake and a say in the system.

In the case of powergamers and metagamers with no sense of a campaign world, I say set up a few NPCs who have the resources to counteract the usaul mindset of newbie/powergamer players (yes there's a difference, but in the end I've found they often act the same). These NPCs don't have to be uber-powerful, just wealthy. Any aristocrat worth his teeth has a number of low level warrior guards who can pepper a party with arrows, arrest them for destruction of public property, and so on and so on.

Players must learn that their PCs are a cut above the rest, yet that doesn't give them a ticket to abuse the system. They have to work with and around the law in such a way as to not get branded as outlaws.

A rambled mess, but I've got more,
C.I.D.
 

Take some time to work on your world myth and let the players know about any home rules. Does "harm" have a save?

Talk to your players in a character creation setting to develop backup. Asking questions, who is your mother/father? Do you have bothers? Sisters? How did you meet the other players?

Take notes.

Know AoO.

Know the material, do a read through before playing.

Play loose and have fun.
 

If you haven't already, pick up a couple low-level adventures such as Crucible of Freya (Necromancer Games), and run those first so you can get used to DMing with this group and to learn/teach them in semi-controlled adventure (IE: It's already been written and it's all to hand).

You can learn what sort of group they form and then write your own adventures around the sort of thing they are after.
 

One thing to make it easier on yourself would be to start off with a smaller group, maybe four players, and limit it to core rules only so that complex variant rules don't slow things down and the interaction is easier. More than six players can get unmanageable especially because social dynamics tend to split into multiple discussions with larger groups.
 

Do a sample combat with one or two of the other players.

Check this and other sites for free modules (or pay for them if you're rolling in money). That should give you a starting point.

Don't bother creating an entire world for the players to adventure in. Just start with a small town and a nearby dungeon (say a cavern that kobalds have recently settled in).

I've always been a huge fan of B2: Keep on the Borderlands for new DMs. The setting is simple and can be transported to just about any fantasy world. The NPCs have room to be fleshed out and the dungeon is easy enough to run.

Good luck!
 

I know that some folks will disagree, but I would recomend using the D&D Adventure Game boxed set to get new players into the game. IMO, this is the most under-rated product in the D&D game line. The benefit is without character generation you can jump in and start kicking goblin booty! The rules are more basic, with some ommissions like AoO, and a 2 or 3 page rules sheet that the players can look at. The adventures are also very simple, and based on combat and treasure gathering mostly, which is also a plus because:

1. it gets the players used to the combat rules,
2. you get to add your own flavor info and background
3. if the character is felled, than grab another and keep going

It goes to the start of third level, at which time you can either keep going with those characters but use the PHB or create new ones.
 

My best advice (beyond reading the DMG of course) is to designate the first session for Q&A, discussion, character creation. Despite being experienced players, our group always sets aside 4-5 hours of prep time and PC generation our first session for a new campaign.

If you follow this approach, several immediate benefits will be gained:
1) You will be familiar with each PC, and perhaps have a hand in guiding players away from tendencies (powergaming/munchkinism/etc.) which conflict with your style.
2) Any question asked will be heard by the entire group -- a HUGE bonus when dealing with new players and/or a new group.
3) All discussion of house rules and campaign info becomes public knowledge.
4) After this session is complete you will know that each player has a character ready; the background of your campaign will have been discussed; any rules confusion will be clarified; and everyone will have been given the chance to meet the other players.

Good luck.
 

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