ArchAngel wrote:Hey guys,
I've been having a such a blast with the two campaigns, I've been thinking of starting one up with friends and family. Much of them don't have much experience either, so I was playing around with the idea of starting to DM. The more I think about it, the more it's appealing to me.
You totally should!
ArchAngel wrote:
So, I wanted to get your guys thoughts on it. Arctic, Fathom, and other past DMs especially, but everybody else's opinion and advice is welcome. Any tips or advice for when I start a campaign. Am I too new to D&D, and I should get a little more experience?
More experience is better, but enthusiasm and imagination go a long, long way. I think you can handle it.
ArchAngel wrote:
How big should my first party be?
I recommend 4 players or so when you first start out. In my experience, optimal party size is 4-6 players anyway.
At 4, you can have one of each of the main "archetypes" of character: Mage, Cleric, Warrior, Thief. All the various disciplines are covered (assuming you don't have players duplicating). At less than 4 you will be missing at least one of those. At more than 6 it can become difficult to keep all the players engaged.
ArchAngel wrote:
How much set up do you guys do before a campaign?
That depends on whether you're running modules or homebrew adventures. Modules are a great way for a new DM to get a feel for how a game flows, and how to balance encounters with the party. Your first couple adventures should be simple, small homebrew dungeons so you can get a feel for how things work. After you have done a couple sessions, you can try a pre-published module and insert it right into your new campaign world.
ArchAngel wrote:
Is starting in my own world too much of a feat? <insert a million other questions>
Not at all. In fact, for a new DM it's better because then you don't have to feel obligated to become an expert on a pre-published campaign setting. You can start off by creating and developing the home town your PCs originate from, and perhaps a nearby dungeon for their first adventure. (Small caves, tombs, ruins, etc. make for great first dungeon settings.) As the adventures continue you can expand until before you know it, you've fleshed out an entire kingdom or even a continent!
Things I learned the hard way:
-It isn't the DM vs. the Players. There's no need to kill off PCs just to prove it can be done.
-Each encounter doesn't have to be an equal match for the party. An adventure is going to be a series of combat encounters, which will wear down the party's resources. Even a pack of weeny kobolds are a serious threat when the spellcasters are out of magic and the warrior's hit points are low.
-Don't be afraid to fudge occasional die rolls to give the players a break, especially when they're new. PCs need to be able to die to pose a genuine challenge for the party, but it isn't fun for anyone when someone gets killed over a run of really terrible luck. If the PCs are playing stupidly... well then let the chips fall where they may.
-Be open to feedback from the players.
-Don't tolerate rules lawyers. You're the DM, and as long as your efforts are for the fun of the players and fairness, you're always right, even when you have to bend the rules to get there. The classic D&D philosophy is that there are no rules, only guidelines. (And that was WAY before Pirates of the Caribbean...)
-Don't let players use game supplements. Stick to the core books, at least as far as the players have access. Game supplements are rarely thoroughly playtested for balance and the last thing you want is to have one or two super-uber characters while the others feel useless because they're not playing stuff out of an accessory.
-Don't be afraid to modify monsters. Players will quickly tire of cookie-cutter orcs, but when they suddenly see an orc who dual wields, looks a lot tougher than his friends, or is wearing magic robes... well now you have something new for them to deal with and things aren't so predictable. Of course, if the orc is a greater challenge, it should reward victorious players with greater XP and/or treasure.
-When in doubt, err on the side of the players.
-Don't be too generous with magic items. Magic items should never become boring or mundane. (Unless, of course, your campaign world is very magic heavy) Magic items should be rare and valuable things. (This is why it's impossible to purchase them at shops in my campaign world.)