A few friends and I got the bright idea to start playing Dungeons and Dragons. None of us have ever really done it, but it's always seemed like fun and something really unique. As someone who's familiar with RPing, enjoys writing stories, and happens to have a few of the handbooks, I ended up being selected as our DM. (I've already started work putting together a simple little story to start us off)
The problem is, I've never taken anything like this on before. Not only is being DM a rather involved task, but I know very little about the game mechanics. I've been working my way through the two handbooks but it's a lot of dense text (and not much filler) to go through in a week.
So what I'm wondering is, where can I find a guide that can walk me and my players through the basics of our first adventure? How a game is initiated, and how it usually functions on an action-to-action basis? Any help, links, or advice would be greatly appreciated.
I'm posting here because most of the pages I'm finding are a little too vague, just discussing the job of the DM and not actually covering game mechanics or any of the other basic things I need to know.
The problem is, I've never taken anything like this on before. Not only is being DM a rather involved task, but I know very little about the game mechanics. I've been working my way through the two handbooks but it's a lot of dense text (and not much filler) to go through in a week.
So what I'm wondering is, where can I find a guide that can walk me and my players through the basics of our first adventure? How a game is initiated, and how it usually functions on an action-to-action basis? Any help, links, or advice would be greatly appreciated.
I'm posting here because most of the pages I'm finding are a little too vague, just discussing the job of the DM and not actually covering game mechanics or any of the other basic things I need to know.
A published adventure is a great place to start but if you wanted to devise your own my biggest recommendation is 'keep it simple'. Core book races, core book classes, and a basic plotline. Orcs kidnap the Mayor's daughter, goblins have infested a mine, etc. Feel free to throw a plot twist, the deputy mayor sold the girl to the orcs, the goblins are working with the mine owner to drive up prices, but keep it basic the first time out the door.
Play heroic characters. While evil games can be fun and playing against type can be amusing, initially, good characters have a lot more reason to mesh and cooperate. Get comfortable with the system and party dynamics.
Play the monsters as they would be but avoid pointless deaths. My general rule as a DM is that I won't kill a PC on a random mook battle unless they do something incredibly stupid. Don't let your players know this, of course, but sometimes for the sake of the story you just need to fudge a roll or two. If you prefer a grittier Game of Thrones type deal, where everyone could die at any moment, that's fine too... just make sure your players are into that also and won't get frustrated when the dice turn on them.
Start at low levels and resist the first urge to give out too much magical gear, epic loot, etc. Keep wealth levels as even as you can between characters. If you put in the 'Epic Sword of Rockability' then expect them to use it, not transport it to some wizened old hermit for safe keeping.
End your sessions on a cliffhanger; give them a reason to look forward to the next! Be consistent in your world. Not even level 20 characters will go unopposed if they start slaughtering everyone. IC actions create IC consequences.
I think that's about it! I don't have any experience with the newer editions of D&D but I've played 2.0, 3.0, and 3.5 extensively as well as Pathfinder. Feel free to PM me if you have more questions .
Play heroic characters. While evil games can be fun and playing against type can be amusing, initially, good characters have a lot more reason to mesh and cooperate. Get comfortable with the system and party dynamics.
Play the monsters as they would be but avoid pointless deaths. My general rule as a DM is that I won't kill a PC on a random mook battle unless they do something incredibly stupid. Don't let your players know this, of course, but sometimes for the sake of the story you just need to fudge a roll or two. If you prefer a grittier Game of Thrones type deal, where everyone could die at any moment, that's fine too... just make sure your players are into that also and won't get frustrated when the dice turn on them.
Start at low levels and resist the first urge to give out too much magical gear, epic loot, etc. Keep wealth levels as even as you can between characters. If you put in the 'Epic Sword of Rockability' then expect them to use it, not transport it to some wizened old hermit for safe keeping.
End your sessions on a cliffhanger; give them a reason to look forward to the next! Be consistent in your world. Not even level 20 characters will go unopposed if they start slaughtering everyone. IC actions create IC consequences.
I think that's about it! I don't have any experience with the newer editions of D&D but I've played 2.0, 3.0, and 3.5 extensively as well as Pathfinder. Feel free to PM me if you have more questions .
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