| Saintcopy |
So for my first game as a GM and the first game I have played in quite a long time. I am going to be a Human-Half Silver Dragon so looking for a class that is both magical(Possibly Divine but rather not)and melee. Maybe something like the arcane warrior perk from the Dragon Age series. Also if anyone has any suggestions for a first time Gm then please do share. Thanks a lot!
| DungeonmasterCal |
Don't railroad the PCs. Have a definite end in sight to the adventure, but let them have some freedom to explore a little on their own. If you have an encounter you really want them to either fight or talk with and they've deviated from the path you have in mind, just have them meet the person/thing on their little side jaunt. And most of all have fun!
| Rub-Eta |
I 2nd Deadmanwalking. It sounds good in theory, but in reality you will either steal the spotlight too much or just be appendage. If you really want/need one, be the appendage. It's not fun as a player when a DM's character outshines anybody in the party.
And make sure the party has a reason to trust the character, to be around that character. Or they will kill it. Don't give the players information through your character, don't make your character advice them to "follow the plot". That's just railroading.
The character needs to be likable, trustworthy and by no means work against the party.
| Kjeldor |
If you are planning on playing a major group member in addition to GM for a single campaign.....
Do not play a major group member as GM, it sounds like you are planning on it. If they need help secondary/support NPCs only.
If you are planning on playing a char in a second campaign where you are not the GM...
For PC go Magus or Draconic Sorc. The Magus is alot of fun and a good balance b/w melee and casting. Draconic Sorc you get some sweet claws, NA. It is less melee-able but still lots of fun.
As a GM try running an AP, they are lots of fun and pretty structured while not overly rigid I find.
| Fergie |
I agree with Deadmanwalking. If you are going to have an additional party member you control, it should be something in the background like a healing/defense character, and it should be the weakest member of the party.
The best advice I can give is to start off slow in terms of party power. Many first time GMs think it would be a good idea to give away power from the beginning of the game. This often involves high point buy, high wealth/magic items, and allowing many race, class, spell, etc. options. This may make first level more fun, but by the time the group is fifth level, they are blowing apart encounters. Start with the basics, and allow the players to slowly accumulate power.
I recommend 15 or 20 point buy, with no starting stat below 8 or above 17 after racial adjustment. Only core rulebook classes, races, feats, etc. A explicit agreement that all PCs treat each other as allies and comrades. If you are make an opposed check or attack against a fellow PC, your character becomes and NPC. I also don't allow PCs to be psychos, loners, idiots, or any character that doesn't belong in a group.
I would also include an agreement not to specialize in action-denial character builds. A little is OK, but if every encounter involves a PC tripping, color spraying, or holding the enemy, things get boring real fast.
You might also want to start off with a limited campaign (say 1-4 level) with an agreement to either continue, or reboot at that point.
Good luck, and have fun!