
Dragonreaper |
So I just recently got into DMing for a friend doing a solo game. I think I'm doing ok cause we are both having fun. I'm wanting to DM a game with a group though, and I'm trying to figure out what would be a good pre-made campaign that isn't to overly complex for a noob DM to run. Something short and simple, but has enough to be entertaining.

zaptastic |
I like AAW Games modules. They all take place in the same area but there are several different modules you can choose from for each level. There is something for every taste. They are well written and provide good structure for a GM but leave room for improvising. The adventure paths and path finder society mods are cool but I don't like being locked in to a specific path for 15 months or for 20 levels. I pick and choose the AAW Games mods that I think my players will have fun playing and there are a few that build off each other if they particularly enjoy that setting. I would encourage you to check them out. As a GM I enjoy the freedom of getting to pick and choose what missions come next and not having to do the next quest in a adventure path or the next society mission.

Whisperknives |
Go with Rappan Athuk.
Just kidding,
A few hints:
1. Start at level 1. Much less to deal with for a beginning GM.
2. Try to keep the group simple.
ex. A group of Fighter, Wizard, Cleric, Rogue is a lot simpler to deal with than like a Magus, White Mage Arcanist, Witch, and Summoner group.
3. Make bulletpoint notes, but learn to ad-lib fast.
Ex.
When i run i make a list of about 3 - 5 goals I want to group to encounter or accomplish and I have NPC's made, then I take it as it comes.
4. If your players are also fairly new, a module can get them all killed pretty fast. However if they are experienced they could walk all over the thing.
ex. My friends and I all started playing Rise of the Runelord at the same time, however there were enough people for 2 groups of four and 2 DMs.
In the first fight of the module the other group fought 6 Cr 1's and their CR 2 leader. Our GM knows us well and how we play, we fought 10 Cr 1's 2 CR 2 lieutenants and their CR 4 leader.
5. Ask the plays to make the characters and turn them in about a week early and plan accordingly.
6. Do not be afraid to kill someone, if they do something stupid.
Nothing will deter a game faster, other than incorrectly made characters, than to be run by someone they know will not kill them. Give them a little leeway but not too much. It breads huge egos and makes things get out of hand fast.
Ex.
We had a rather lenient GM for a good while, who everyone knew did not like killing players. The Rogue in the party (this was 3.5 so people actually played rogues), at level 3, decided to go and just kill the mayor of the town we were in, instead of gathering evidence and just decided to not waste time and killed him in broad daylight. His exact quote for when the local sharif showed up was "So what, get out of my face or I will kill you too."
It all went down hill from there.
7. NPC's are people too in their world. Play them realistically however that might be.

Piccolo |

I'll check out the Carrion Crown. Sounds interesting.
The series does have its downside, in that there are small but crucial errors in the books. For example, in the first book you fight against incorporeal entities, and you can't actually damage those unless you have magical weapons. So, I fixed that by having the PC's have a negative gp value so they could start out with magic weapons, and eventually pay me off (2k gp isn't all that bad a debt).
Overall though, I like the AP so far. We've gotten through the first book and are almost through the second book. I've read through to the fourth book.

Piccolo |

2. Try to keep the group simple.ex. A group of Fighter, Wizard, Cleric, Rogue is a lot simpler to deal with than like a Magus, White Mage Arcanist, Witch, and Summoner group.
Actually, that's a balanced group, not necessarily a simple one. It covers all the bases that a group faces in most adventures.
For example, a Rogue can scout, disarm traps, and generally be the skillful sort. A Cleric can heal and buff, while the Fighter is usually your typical melee meat shield. The Wizard handles Knowledges and distance damage. Most adventures are written for groups that can handle anything thrown at them, so it's best for you to encourage your players to make PC's that are in a balanced group.

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Dragonreaper wrote:I'll check out the Carrion Crown. Sounds interesting.The series does have its downside, in that there are small but crucial errors in the books. For example, in the first book you fight against incorporeal entities, and you can't actually damage those unless you have magical weapons. So, I fixed that by having the PC's have a negative gp value so they could start out with magic weapons, and eventually pay me off (2k gp isn't all that bad a debt).
Overall though, I like the AP so far. We've gotten through the first book and are almost through the second book. I've read through to the fourth book.
That's not an error, it's a feature. Finding weapons that can hurt the ghosts is a big part of the campaign. Carrion Crown is about horror, and it's scary not to be able to hurt the bad guys.
I wouldn't suggest Carrion Crown as your first group game, it can be kinda brutal. Rise of the Runelords would be a much better choice.