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Elycium
2013-09-17, 11:01 AM
Hi people!

Well, I am asking advice for a new DM. I have some experience as player, but this is the first time in power.
Some of the players are news to this, the others as much experience as I or even more. How do you work whit people that have such gap in experience? How do you maintain the stress over new people, but without overwhelming them? How you put a challenge to the more experienced players without slaying in the process the new ones?

Yora
2013-09-17, 11:05 AM
It's easiest when the experienced players just lean back and enjoy playing a newbie game without trying to hug the spotlight and outperform the other characters.
I never really had any problems with that.

If the campaign is about high-intensity combat, it might turn out very differently, though.

Elycium
2013-09-17, 11:27 AM
If the campaign is about high-intensity combat, it might turn out very differently, though.

I don’t like to put a new enemy at every corner, assassins expecting to fall when they go to sleep, or a derpy tarrasque that just finished his sleep.
But yes, I do want to keep em fighting something. Of course, I do like to work a good story (who doesn’t?), but I do like good fights too.
I want to forge the ore in steel, but not break it in the process.

Icarusthefallen
2013-09-17, 11:33 AM
It's easiest when the experienced players just lean back and enjoy playing a newbie game without trying to hug the spotlight and outperform the other characters.
I never really had any problems with that.

If the campaign is about high-intensity combat, it might turn out very differently, though.

I completely agree with this comment and I understand your dilemma. The group I am currently playing with now is in a similar situation. The best way I have found to "deal with it," is to reaffirm the veteran players with why they started playing in the first place. Take the game back to a very classic standpoint (not an overplayed one though) and get the new players exposed to not only the intrinsics of combat gameplay but skill usage, roleplaying and unique thinking.

Elycium
2013-09-17, 11:38 AM
Take the game back to a very classic standpoint (not an overplayed one though) and get the new players exposed to not only the intrinsics of combat gameplay but skill usage, roleplaying and unique thinking.

That is exactly of what I am more worried, they are new people and usually they don’t think outside of the box, if you get what I am saying.

Captnq
2013-09-17, 12:51 PM
Send the noobs to read The Noob Handbook (http://www.minmaxboards.com/index.php?topic=9479.0).

It's more of a theory handbook then nuts and bolts. Nuts and bolts they can find elsewhere. This tries to get them in the mindset and warns against common Noob Traps.

Tell the Vets to back off and let them fail. Play for a few sessions, then allow everyone a free rewrite.

John Longarrow
2013-09-17, 01:00 PM
First step is by reminding yourself you are not in power. You are a player who happens to get to run the rest of the world. So long as you keep your focus on making sure everyone gets to have their time in the spotlight and everyone gets a chance to succeed, you will do well.

Remember the things you enjoyed as a player. Make sure you are providing them to the party. Try to think outside of normal encounters so that your players remember how fun it was.

As an example, take your party and let them join an arena fight. There are three to five other groups the same size. All first level.

The groups all need to defeat this lone warrior in the middle, standing there in loose cloths. Let the other groups demonstrate different types of tactics and coordination for your group. Guy in the middle is a were-Direbat unarmed specialist (Anything with improved unarmed strike will work) balanced to be able to take out EVERYTHING in about 10 rounds. Players simply need to stay alive to "Win".

Bat guy does non-lethal. Odds are the other groups won't be. Let the other groups dog pile batman. Let batman beat them. Let your players get involved how ever they want. With a little luck they get to survive and be the winners. This should be fun for veterans and newbies alike. It was at my table when I pulled it on them. Still gets brought up from time to time.

Flickerdart
2013-09-17, 01:04 PM
Tell the Vets to back off and let them fail. Play for a few sessions, then allow everyone a free rewrite.
You could start everyone off with diverse pre-mades for a few sessions. That way, the newbies get a feel for what's important, what works, and what doesn't.

Elycium
2013-09-17, 02:00 PM
The groups all need to defeat this lone warrior in the middle, standing there in loose cloths. Let the other groups demonstrate different types of tactics and coordination for your group. Guy in the middle is a were-Direbat unarmed specialist (Anything with improved unarmed strike will work) balanced to be able to take out EVERYTHING in about 10 rounds. Players simply need to stay alive to "Win".



This is a pretty good idea.


Send the noobs to read The Noob Handbook (http://www.minmaxboards.com/index.php?topic=9479.0).

Yeah, seems that I will do so.


You could start everyone off with diverse pre-mades for a few sessions. That way, the newbies get a feel for what's important, what works, and what doesn't.

It could work, yes.

Fax Celestis
2013-09-17, 02:01 PM
You should really read the first couple chapters of the DMG-II. It has a lot of insight into the "how" of DMing.

Grod_The_Giant
2013-09-17, 03:34 PM
For the player disparity: I suggest a buddy system. Have a group character creation session, and try to pair one experienced player with one newbie.