| loaba |
So I'm talking with players A, B, and C about starting up a second game/campaign. All four of us have played together in the past, and I'm currently playing in a campaign with C right now. Neither C or I are currently GMing.
Based on preliminary talks, we're leaning towards round-robin GMing one-off modules or an AP.
Generally speaking, I'd jump on round-robin offer. But not this time... I have this urge to take the reigns and run with it. If I pony up, I'm sure my friends will say go for it. The point of my post is to get some feedback from the community.
Should I commit to an AP or should I pace myself with a 3-chapter module? I am confident that I am capable of running low-level stuff, say 1st-6th. After that, I'm not so sure. I am equally confident that I can learn the nuances and develop the skills to helm up an AP.
So what are your thoughts? Should I start small or just go for it and play in the big pool?
/ I have an excellent resource in the form of my current GM.
// the four players in this group are all friends and have no commitment issues (yet).
| loaba |
Why not run the first installment or two and then play it by ear, by soliciting feedback (e.g., "You guys want me to run Part 3 next week, or should we trade off now?")
I'm a commitment-guy myself - when I say I'm gonna run the whole thing, then I'll die trying. See, that's the problem. I don't wanna die.
I think I need to pick out an AP and start reading it now. I can start the group on a shorter module perhaps. Maybe that's more my style anyway (a little from Column A and a little from Column B.)
/ when I said there weren't any commitment issues, I might have glossed over the fact that bot A and B were in the game that C and I are currently playing. They both flaked out for various (different) reasons.
| Lab_Rat |
Why not run the first installment or two and then play it by ear, by soliciting feedback (e.g., "You guys want me to run Part 3 next week, or should we trade off now?")
That's how our home game does it. It works well. We rotate GM's, switching after the completion of a module installment or in the case of a non-module about every 3-4 levels. This keeps things fresh and allows you to play out a few character concepts at the same time.
To the OP: Grab the first installment of a module that looks interesting. Maybe even put it up to the group as to which one. If things seem to be going well with it and the players want to continue then grab the next. Repeat until finished or until your players revolt and throw you back into the PC pool.
| loaba |
To the OP: Grab the first installment of a module that looks interesting. Maybe even put it up to the group as to which one. If things seem to be going well with it and the players want to continue then grab the next. Repeat until finished or until your players revolt and throw you back into the PC pool.
That's 2 votes for run Chapter 1 and reevaluate. I'm seeing a trend. ;)
/
| Turin the Mad |
Cherry pick an AP that you really like the vibe for. Peruse reviews, comb for troublesome spots and above all ascertain the "gauge" for that AP.
By "gauge" I mean the headcount and ability score method intended / playtested with. If the AP is one of CoT, KM, SS, JR or S&S keep in mind that it is "gauged" against a party of 4 characters covering the basics made with a 15 point buy and standard WBL. If your group is smaller or larger, has evil intent regarding the item creation feats and/or end up taking one or more Leadership feats or are using the higher range of ability scores you will have to modify the bad guys to be tougher than "as written".
As a new GM you need to minimize your workload as much as possible, so keep that in mind when preparing your campaign's house rules (if any).
Have fun and good luck!