| feedmyeyes |
Hello Everyone! I am about to start my first ever venture into the world of DM'ing. Although I have played for many years I have yet to experience the world of the DM.
For my opening performance I have decided to take the gaming group through the SCAP. I figured it was pretty well laid out for me and all I'd really have to do would be the odd tweek here or there.
As a long time player I am quite familiar with the rule books however I thought I would consult the vast experience of the boards in looking for some advice to best prepare me for running the campaign.
If anyone has some advice to help me run a smooth, flavourful and exciting campaign please, please post a response and help a rookie DM out.
Thanks!
Tarlane
|
If you have a bit of time before your first game you will want to read through the book as much as you can. You don't need to read every single room description 10 chapters ahead right now of course, but at the least read all the introductions to the chapters as well as the beginning summaries of each event. Knowing what is coming and more importantly who does what will add alot of flavor to your game. I'm actually running SCAP for the second time now and this time I have been able to introduce alot of the various NPCs who appear throughout early in the game and let the players be used to seeing them around. It makes the city a lot more lifelike.
Use your resources. You've found these boards and they are a great resource, so don't be afraid to ask any questions on them. I don't think any of us bite(except for maybe Sebastian) and we are all more then happy to help you out. Another great SCAP resource is TheRpgenius.com They have everything from statblocks to maps to cauldron newsletters there to help you out.
Finally, work with your players to build them a backstory. I admit it, I'm a bit of a background buff as both a player and a DM, but I think its especially important in this campaign. Because almost the entire campaign takes place in or around Cauldron you want your players to actually feel like its their home. A lot more can be gained from this story if the players feel a vested interest in town. You want them to -want- to save the orphans or stop a flood, not just to do so because they might make some cash off it. Its their home after all, and who knows, one of them could be lord mayer some day.
Above all else, have fun. This is a tough campaign for both the DM and the players, but all the information is there at your fingertips. Don't be afraid to admit it if you make a mistake about something. And most importantly, talk to your players. They, better then any of us, will be able to tell you how you can make the campaign better for your group.
| DMFTodd |
I wouldn't suggest SCAP as a good place for a new DM to start. SCAP is a huge, long, interlinked campaign. I'd say it takes some experience to pull it off smoothly.
Start small. Run a Dungeon adventure. Link a couple Dungeon adventures together. Run a small campaign, if things go well, move on to a new campaign with SCAP.
Even if you think you have the experience, SCAP is a bunch of work to set up and get going. What if you find you don't like DMing after 2 sessions? What if your players find they don't want you DMing?
| Tysdaddy |
While I don't want to discourage you from running this campaign, I must agree with the previous poster. This is a massive campaign, very rich with colorful NPCs and some awesome encounters. As such, it takes loads of prep and some quick thinking behind the screen.
I began running this campaign for a group I play with regularly, and we got a couple of session under our belt before I realized just how overwhelmed I was. When I began dreading the prep work, I knew it was time to set this campaign aside and get back to some good ole crash and bash gaming. Despite my best efforts to make this world come alive, my players just weren't having any fun. So I got out a smaller adventure, ran it, and the group said it was the best session we'd had in a long time.
I got back into D&D about three years ago and have run several smaller adventures for many different groups at my FLGS. I have a good feel for the rules, but often sacrifice the strict structure of said rules in favor of flavor. It's hard to fudge much of what's written in this campaign, and that's where I had a hard time. My butt was kicked and I knew it.
There was also the issue of time. We knew we'd not get through this campaign before I had to go back to school in the fall and lost most of my free time. If you plan to start this adventure path, plan to finish it, and give yourself plenty of time to do so.
I miss the campaign, but I'm glad I set it aside for the time being. Don't lose heart! Have fun! And do keep us posted.
| Marcos |
feedmyeyes,
“You have taken your first steps into a larger world…” ;-)
Seriously, welcome to the other side of the screen. I think it speaks volumes that you have decided to take on the challenge that comes with being a DM. The SCAP, in my opinion, is a great campaign arc and has a lot to offer. However, even with the tremendous amount of work that has already been done for a GM, you would be surprised at the effort you will still need to put forth to actually run it. After all, nothing ever worthwhile came about without any effort. :-)
That said, I agree with the others that these boards are a great resource for getting feedback or finding ideas that can help keep you motivated as you run a campaign. Additional resources that I think you may find of use are as follows:
1) The DMG 3.5. It seems obvious I know. However, take the time to give the book a solid read through. It will help you get comfortable with knowing what types of tasks being a GM entails.
2) The DMG II. This book has some excellent advice as well for beginning GMs about getting to know player types and some ideas on how to be certain that the adventures you plan to run will be of interest to your players. Check it out at your FLGS and give it a flip through.
3) www.roleplayingtips.com This site is a great resource for offering all manner and types of advice on GMing and running games. I highly recommend checking it out.
My additional advice would be, if your schedule permits, to set aside a specific block of time that you will use to work on your campaign. For example, start with an hour each weekday evening from 7 PM until 8 PM. During this time read up on SCAP adventures, review the stat blocks or monster manual entries for the upcoming foes, look up different rules that you feel may come up or that you feel weak on, read over spell effects, take notes on what NPCs might be coming up and their motivations, etc. Spend some time looking over previous session notes, look for opportunities to work previous events into current events, determine what your group’s next actions are most likely to be, etc.
Basically, start getting your brain trained to be creative on cue and learn to maximize your time spent on campaign preparation. As you grow more comfortable with it, try extending the time you spend at it and the type of work you do during it. After all, there is no such thing as wasted preparation. Eventually, it will come up and be used in some form or another. Most importantly, preparation will give you confidence and that will help make your task easier when standing behind the screen helping your friends to have a great time while allowing you to enjoy the payoff that all of your hard work made possible.
Another piece of advice, as Tarlane mentioned, is to always keep a line of communication open with your players. Solicit feedback as your game progresses. Learn what your players are enjoying or not enjoying. Stay abreast of what their plans are for their characters and the campaign. Remember, gaming is a cooperative endeavor and having everyone on the same proverbial page helps tremendously.
Finally, have fun. That’s the main objective after all and if you and your players are succeeding at that, then you are doing a great job as a GM. :-)
I hope the above is of some use and good luck with your campaign.
Good gaming,
Mark
| farewell2kings |
My first DMing venture was 1st edition's "Descent into the depths of the Earth", so getting thrown into the DMing fire right off the bat can be pulled off with some skill and luck. I had only been playing AD&D for two weeks when I was asked to run this module, so it was certainly a mistake riddled and screwed up way to start, but I learned quickly and everyone still had fun. (I can't believe that was 26 years ago....)
SCAP is an ambitious campaign for a new DM, but with patience from you and your players, careful prep work and thorough reading of the adventures, you should do just fine. My only concern is that Jzadirune can be a very tough dungeon to run for a 1st level party--all those gear doors, traps and empty areas can lead to some boring interludes if you play it straight by the book. I accelerated Jzadirune by having the dark creepers and stalkers stage a couple of ambushes and then I "sped up" the exploration of a large portion of the dungeon because it was going very slow.
DMG II is a great book for new DMs, as Marcos mentioned, just in case you don't have it yet--lots of good advice in that book. Be fair to your players, be fair to yourself, remember to have fun and don't let the players bully you because they know that you're new at it.
| delvesdeep |
You probably have as much good advice as you need already from this thread so I don't have a great deal to add except for a couple of small things.
1) Expect to make mistakes, become flustered, upset someone and by the end of the game regret something you did. I 've been DMing for over 20 years now and I look back on some of the decisions I made when I first began and winse at the memory. I remember giving one of the players an Axe of the Dwarvish Lords that had a death ray when they were only 10th level!
The SCAP is a great resourse and don't be scared to use it as your first campaign. Most of the DM's who frequent these boards and have posted above are very experienced DM's and would be continiously weaving plot links, clues, etc into their games as part and course. If you run the SCAP don't expect to be doing it with the same skill or as well as you would yourself after a few years experience. But in saying that the campaign does offer plenty of support and maps out the characters adventuring future nicely for you.
Probably run one ore two little adventures first but then launce straight in. You and your players are bound to have fun mistakes and all.
2) People have harped on about the preparation in post above....and rightly so. Don't be overwealmed though break it up into small steps. Play it out in your mind step by step and figure out how you will run everything.
If the players are going to meet/inact with a NPC (ie Rufus, Jenya, Keygan, Kazmagon, Orbus all in the opening adventure) figure out how you will play each and how they will react to the different characters. Will you put on different voice for each? If so practise it before hand. Write little key reminders in a book or on a piece of paper for each of the NPCs.
In the same vein write out, photocopy or clearly mark each 'monsters' stats particularly their initiative, hit point and attacks/damage. Figure out how they will attack the party before you begin the game especially the main villians.
Don't worry about the rest of the campaign initially just concentrate on the immediate future. You will have enough on your plate with this initially.
Are your players experienced? Do they like to roleplay or rollplay? Are any of them egotistical meglomanics? Figure out the players and how you will react to them during the game. Give them what they enjoy. You control the flow and the plot so gentle steer them as you go.
In any event enjoy yourself. The game is about fun and IMHO DMing is even more fun than playing. If you make mistakes or the players are upset about something you did it never hurts to remind them this is your first go.
If they are upset at something or the players pull out a rule you don't know, understand or dislike tell the players you aren't using that rule, spell etc at the moment but you are happy to look over it with the players later and if you are happy with it then they can use it next game.
Don't play favourites and don't unbalance the party/game (see my Axe of Dwarvish Lords example above). Players will begin to resent you and each other if the same players is always getting your ear, your attention and seems to be more powerful than the rest of them. Try and give each character their time in the sun each game session.
There are so many little pieces of advice I (and I'm sure everyone else) can give you but I don't want to overwealm you.
Basically prepare you players, prepare yourself, get your dice and books ready and have fun. There is nothing better and if you really stuff up theirs always the Age of Worms!
Delvesdeep
| feedmyeyes |
Thank you all for your excellent advice, it will all be very helpful as I begin my DM'ing experience.
Just a little background on my gaming group. There were 6 of us that started the group in college about 11 years ago, of which 4 of us remain. We've gamed just about every week since we started so we are all very familiar with each others gaming styles. Our DM, who has been the only DM we have had the entire time, has been encouraging me for the past 2-3 years to try my hand at it. I'm feel very lucky that I have this kind of group to help me through my rookie campaign and the entire group has offered me support. I, not wanting to disappoint, want to ensure their experience is fun and enjoyable so I have come seeking all forms of advice.
I have thought about, and will, take them through some mini-aventures prior to diving right in. I was thinking of foreshadowing the goblin vandalism problem with the odd raid and regular nuisance that local goblin tribes usually bring with them. The hook would be that the city guard have too much on their hands to take care of these matters and have hired a few mercaneries to patrol and take care of the matter. This will also give the players a chance to develop their PC's and slowly bring up their backstories over some pints in the tavern after a hard day of cutting down the little green meanies. It will also give them a chance to earn some coin as the town will pay the mercenaries per goblin ear. This is where I will also introduce the party of pompous noble children trying to make their way as adventurers and begin the "friendly" or "not-so-friendly" fued between them.
In regards to items to hopefully help me along. I have created a small NPC sheet that has their important stats etc as well as monster cards with the same info. I also have a sheet that tracks initiative, duration of spells, hit points etc. to make combat easier for me to track.
I've pilfered the Cauldron Chronicle newsletter idea from this site as well to introduce rumors, city info, store locations etc. I've even created an NPC who gathers the info and prints the newsletter (which comes out weekly).
I have tonnes of reading material to use for rules and flavour to help me make it as interesting a campaign as possible.
Also, as our group at the moment runs two existing campaigns (1 we started about 1-2 years ago, the other is our original PC's from college for a little Epic flavour, yes, they are still alive and well albeit very powerful) I will only be DM'ing every other week which should give me plenty of time to prepare......hopefully......
Thanks again for all of the help and keep it coming, I can still use all of the tips, tricks of the trade and moral support I can get :~)
I'll keep everyone posted with how the sessions go, session #1 is July 7.
Cheers!
| Fang |
I, too, am new to DMing...well...let's say returning to DMing after a 15-year break. Last time I DMed was 2e, back in college. Our current group has been together for six years, and my husband has been the DM all that time, but work has gotten more stressful, and I have just taken the reins (ah...the sheer power...). I ran a few mini-adventures to get up to speed on 3.5 DMing, and last night I started SCAP. The guys really liked my funny voices and accents (you should have heard the story they got from Zanathor, the guy who was attacked by the Crater Lake Monster--he showed them his scars and everything, all in a broad Yorkshire accent). The stuff I've found on these message boards has been really helpful, so I just wanted to post and say thanks!