| Kudis |
I also just started GMing, Crypt of the Everflame being my first module. I think it's important to remember that while RPGs are games meant to be played by the rules, it's more important that everyone has a good time. It's okay to throw extra hints in the story if your players aren't getting it. It's alright to make adjustments to traps or enemies if your players don't have the right weapons or spells. Get creative with it. Your players are gonna come up with stuff that you never even thought of anyway, and you'll have to make stuff up for it. My players had no way to totally defeat the skeletons in area 12, so they got 'em to 0 hp, then threw the bones in a bag with some rocks, tied them shut and threw them into the key pool. Was that in the printed adventure? No. Was it awesome anyway? Totally.
I'm pretty new to this, and I'm positive there are a bunch of things I did wrong. But we all had fun anyway, and that's what's important, right?