PDA

View Full Version : DM advice



Bucephalus
2007-09-02, 01:10 PM
I recently started a gaming group for D&D, and while all of the members are eager to play, none of them have ever played before, and it fell to me to be the DM. Unfortionatly, this is not only my first time being a DM, but I have never played D&D either. I know and understand the rules (pretty much), and have an adventure planned out (sort of), but I really dont know how to make the game flow smoothly and interestingly. Its espically hard because the gaming group is so small (2 other people so far). How can I improve my DMing, create encounters easily, and run them convincingly? should i let my players use more than one character to create a larger adventuring group, or should i make some NPCs joion them? If anyone has any suggestions, your imput would be greatly appricaited.

Quietus
2007-09-02, 01:20 PM
I was in your position before, years ago. The best advice I can give is to relax, and have fun - you're all new to the game, of COURSE there'll be hiccups sometimes. Familiarize yourself with the combat rules so you know you won't need to look things up, and do the same if any of your PC's have feats/weapons/abilities relating to special attacks (Particularly, if they have a weapon that allows a disarm bonus, familiarize yourself with those rules. If any of your PC's have Improved Grapple, or any monsters have Improved Grab, make sure you have at least a good grounding in the grapple rules. If any monsters have poison or disease, be sure you know how those work).

As far as stories go, it might be tempting to start off on a huge, epic adventure. I'd recommend that for the first few adventures, you run episodic ones - the players go out, do something, come back to town, and the next time they're needed it's unrelated. Trying to put together an epic story now, when you're still getting used to the rules and play style, will add a layer of complication that isn't necessary.

I'd recommend starting at level 3. As a new DM, it's tough to know how best to balance encounters - I prefer to start games at level 1, but I've been playing for years and have a good idea of what players can handle and what they can't. Starting at level 3 means that if you are a little off, your players have that extra bit of HP to try and level things out.

Finally, I'd recommend you let each player play two characters, if they're interested in doing so. It's not necessary to have the iconic "cleric/fighter/wizard/rogue" party, but it IS helpful to new players. By having each of your two players run two characters, it should be easier to hit that balance, and gives you access to healing, trap disarming, as well as the good ol' smash-em'up classes. Try and stay away from running a character yourself, because it's far too easy to lose track of how much is too much, and have your DMPC take over the game, which reduces the player's fun.


Remember, though - all of these are just suggestions. Not following them doesn't mean you're "Playing D&D wrong". The main thing is to have fun!

Kiero
2007-09-02, 01:47 PM
Actually I'd advise against giving them multiple PCs to play each. It's difficult enough when you're new just getting a handle on your own character and the rules without mucking around with tracking stuff for two.

You're better off with just the two PCs, and then tailoring the adventure to suit. No Rogue? Don't bother with traps and such that are necessary to get past. No Cleric? Give them access to healing stuff like potions and such. And so on and so forth.

It's easier to make the scenario fit the characters, than artificially force the characters to fit the scenario.

Bucephalus
2007-09-02, 02:00 PM
actually, we have alrdy hadc one adventure session, and in the group the two PCs are a dwarf fighter and a human cleric. My npcs are a human bard and a halfling rogue. so far its been really hard not to kill off the pcs, and the cleric has already been reduced to negative hitpoints once (which reminds me of a question that is probably pretty dumb: can clerics heal themselves?). i think that i will try and get my npcs out of the way, because it seems like they are facilitating the adventure almost completly. one thing that seems hard is determining DC. Should i just make them based on how hard i think the task at hand should be, or is there more of an absolute scale?

Townopolis
2007-09-02, 02:18 PM
I'd also advocate dropping the NPCs, just don't include any traps/locked doors/arcane mysteries in the adventures. Stick to fight-heal-fight-heal...etc.

The cleric can heal himself as long as he is above 0 HP, after 0 HP, you are disabled and can't do anything.

If you're at 1st level, use goblins and kobolds a lot. And some wolves. Orcs at level 1 fall into the "easy to kill, but can potentially 1-hit-kill a party member" category, goblins and kobolds are safer as far as not doing tons of damage goes.

Give the party a small cache of cure light wounds potions. Inform them that they'll have to buy any replacement potions so they don't drink them with abandon, but they have them in case you miscalculate an encounter and they need extra HP. In fact, give them each a potion of sanctuary as well, but just 1.

Keep the adventures simple, goblins have attacked outlying farms, go kill them and we'll pay you.

Dausuul
2007-09-02, 02:18 PM
actually, we have alrdy hadc one adventure session, and in the group the two PCs are a dwarf fighter and a human cleric. My npcs are a human bard and a halfling rogue. so far its been really hard not to kill off the pcs, and the cleric has already been reduced to negative hitpoints once (which reminds me of a question that is probably pretty dumb: can clerics heal themselves?). i think that i will try and get my npcs out of the way, because it seems like they are facilitating the adventure almost completly. one thing that seems hard is determining DC. Should i just make them based on how hard i think the task at hand should be, or is there more of an absolute scale?

For most skills, the DCs are listed in the book. When they aren't, I try to extrapolate from the listed ones to get an idea of how hard a given task should be.

Clerics most certainly can heal themselves... though not when they're at negative hit points, of course, unless the cleric in question has Diehard.

kamikasei
2007-09-02, 02:28 PM
actually, we have alrdy hadc one adventure session, and in the group the two PCs are a dwarf fighter and a human cleric. My npcs are a human bard and a halfling rogue. so far its been really hard not to kill off the pcs,

Hard not to kill them off? I take it you mean they're not sufficiently used to combat to deal with supposedly CR-appropriate encounters. Consider throwing some very weak enemies at them, or otherwise lowering the stakes of combat till they get the hang of it.


...and the cleric has already been reduced to negative hitpoints once (which reminds me of a question that is probably pretty dumb: can clerics heal themselves?).

Yeah, cure spells have a range of touch, which includes the caster.


i think that i will try and get my npcs out of the way, because it seems like they are facilitating the adventure almost completly. one thing that seems hard is determining DC. Should i just make them based on how hard i think the task at hand should be, or is there more of an absolute scale?

For many skills there's a guideline given to the DC of various tasks. Climb (http://www.d20srd.org/srd/skills/climb.htm), for example, is quite explicit. There's also a more generic "how hard is this" > DC chart here (http://www.d20srd.org/srd/skills/usingSkills.htm#difficultyClass). In general, the SRD is your friend. When you're just starting out, too, it's probably good to err on the side of leniency. If it's a good idea and if it's fun give them a decent chance to pull it off.

+2 and -2 circumstance modifiers are a DM's friend, especially when you have to rule off-the-cuff.

...

In general if you are all totally new to the game I would suggest some sort of no-stakes introductory quest that would let you get the hang of the rules without risking death. Running simple jobs around town that require skill use, being challenged to friendly contests of strength or skill where you won't die if you lose, that sort of thing. Spar with the local strongman using nonlethal weapons. Don't make the challenges so effortless that there's no sense of accomplishment if you overcome them, but don't put them in a fight for their lives against even odds when they don't know how to properly use their abilities.

A rogue might be a better choice than a cleric just for this "tutorial" session. You don't have to keep the characters for more sustained play, but a skillmonkey might teach more of the basics.

It's also awkward to DM the rogue as an NPC, because you risk having your own NPC overcoming all the skill obstacles you yourself put in there. The players get nothing out of seeing you find and disarm the trap you knew was there. Again, a fighter and rogue backed by a healbot hireling NPC is good clean adventuring fun.

The_Snark
2007-09-02, 02:36 PM
actually, we have alrdy hadc one adventure session, and in the group the two PCs are a dwarf fighter and a human cleric. My npcs are a human bard and a halfling rogue. so far its been really hard not to kill off the pcs, and the cleric has already been reduced to negative hitpoints once (which reminds me of a question that is probably pretty dumb: can clerics heal themselves?). i think that i will try and get my npcs out of the way, because it seems like they are facilitating the adventure almost completly. one thing that seems hard is determining DC. Should i just make them based on how hard i think the task at hand should be, or is there more of an absolute scale?

If the PCs are having trouble with fights, remember that monster CR is designed for a party of four. A party of two will have a much harder time of it, especially at low levels and with inexperienced players. Lower the fight CRs a bit, and take the NPCs out if you feel they're stealing the player's spots.

There are set DCs for common skill tasks, but if the book doesn't have it, feel free to look at the PC's skill modifier and make it as accordingly hard or easy as you feel like.

Bucephalus
2007-09-02, 02:52 PM
how much time do you guys spend beforhand planning out an adventure, and encounters ect.?

Premier
2007-09-02, 03:14 PM
Since you're all newbies, let me give an advice specifically tailored for you all:

Don't concentrate that much on combat early on. Sure, have the party meet some bandits or goblins, or chase away wolves during winter, and maybe have them explore the lair of some lesser monsters; but don't make this the focus of the game early on.
For one, combat (and related character building) in 3E is a lot more complicated than earlier editions, so it would be better for beginners to keep it simple. Two, even more important, let your players (and yourself) develop the mindset that there's a lot more to D&D than just combat. If your very first adventure is "destroy the bandit camp", followed up by "clean out the goblin cave" and "assassinate the leader of the orcish warclan", your players will be unsonsciously trained to always resort to violence in the face of any situation, while they neglect to master such roleplaying skills as lateral thinking, creative problem-solving, solving things by talking, and, well, roleplaying in general. This would be bad, and you don't want it to happen.
Instead, make sure that they face their share of non-combat situations early on. Maybe they can help some feuding merchants settle their differences peacefully through negotiation. Maybe they get to play sleuth and solve a murder mystery. Maybe they can assist two young people in a Romeo-and-Juliet love affair run away from home and set up a new life together. It's all rewarding stuff that doesn't require combat.
On a practical note, go to http://www.dragonsfoot.org/fe/ and download the adventure The Melford Murder, which is a murder mystery aimed at 1st level characters, and in which the mystery comes in two version, one of them "simplified" for beginners. It's a 1st edition AD&D module so you'll have to convert some of the NPC into 3E, but since combat is only likely to happen during the final chase and the apprehension of the cuplrit, it should be minimal work - just ask someone experienced with older systems to help.

Oh, and also: since you're a newbie GM as well, it might pay to look at already published adventure modules to get a taste of what they're like and to give you some material to use "out of the box" while you're still learning the GM-ing game.

Kiero
2007-09-02, 03:25 PM
A rogue might be a better choice than a cleric just for this "tutorial" session. You don't have to keep the characters for more sustained play, but a skillmonkey might teach more of the basics.

It's also awkward to DM the rogue as an NPC, because you risk having your own NPC overcoming all the skill obstacles you yourself put in there. The players get nothing out of seeing you find and disarm the trap you knew was there. Again, a fighter and rogue backed by a healbot hireling NPC is good clean adventuring fun.

Yeah, but if the player wants to play a cleric, then I don't think it's a particularly ideal solution to force a rogue on them. No Rogue PC, easy solution is just not to feature traps. Or else if you really must have a Rogue NPC, gloss over the stuff they do, and keep the focus solidly on the PCs.

Bucephalus
2007-09-02, 03:45 PM
first, i would like to thank all of you for the advice.

i am espically intrigued by immediatly trying to emphasize non-combat roleplaying, because it already seems like my players have a combat oriented mindset, which probably comes from playing rpg videogames (like WoW). I definatly want to show that D&D is more versitile than a game like WoW, and something like a murder mystery seems interesting. However I'm not really sure how i would go about somehting like a dispute between merchants. How could the pc's negotiate with npcs? do i just make up a coflict, and then say when a solution seems ok? i guess the interaction of pcs and NPCs seems kinda wierd to me, because im not yet used to the complete control i have over the whole rest of the world. for example controling both sides of a merchant conflict seems contrived, but i guess i have to get into a story telling mode.
once again, thanks for the advice, and any more would be appriciated

Miles Invictus
2007-09-02, 04:18 PM
how much time do you guys spend beforhand planning out an adventure, and encounters ect.?

I'm pretty meticulous, but that's because I've made the mistake of simultaneously 1) learning to DM, 2) homebrewing a campaign setting, 3) planning an epic, sweeping campaign, and 4) failing to perfectly memorize all of the rules.

Actually, I'll probably be the same way after I've got a few campaigns under my belt -- having lots of detail makes it easier to improvise. Like, say, when your party (chock full of inexperienced players, who all took combat classes) infiltrates the enemy dungeon from the inside, stumbles into the gate guard, and proceeds to talk rather than beat the crap out of him. :smallconfused:.

So far, I've DM'd two short adventures. One was a typical dungeon crawl, and the other is a "fighting retreat" scenario that will culminate in a last stand.

The dungeon crawl was pretty simple to make. I drew a map, labeled each room, and detailed the room in a separate set of notes. Details include pathways to other rooms, possible enemies, and possible skill checks. For example, room "C" was described like this (although with better formatting):

C)Small cave network with smaller room on south side and doors on east (B) and west (D).
1.There are a number of coins on the floor of this room (1d12 cp)
2.Southern room has a Monstrous Spider (Web-spinner) on the ceiling.
1.Track DC 10: Identify tracks leading into the room that do not come out.
2.Spot DC 20: Notice webs on ceiling.
1.Knowledge (Nature) DC 10: Identify size of spider based on web.
3.Spider
1.Conditions
1.Party of 1 or 2: Small size, 150 XP or 75 XP.
2.Party of 3 or 4: Medium size, 100 XP or 75 XP.
3.Part of 5 or more: Large size, 120 XP or 100 XP.
2.Tactics
1.Use Move Silently/Hide to drop on prey from above.
1.If target fails Listen/Spot check, then target is flat-footed.
2.Retreat if injured to 2 hp. Climb back up web.
3.If prey retreats, do not follow. Climb back up web.
3.Special
1.Knowledge (Nature) DC 10: Determine starting hit points of spider
2.Knowledge (Nature) DC 15: Determine spider can inflict poison that does Strength damage. Determine how effective the poison is.
3.Knowledge (Nature) DC 20: The spider is of a species that will not follow the players if they retreat.


Along these notes, I've printed out stat blocks for all enemies, and all possible variants. My "monster" file looks something like this (again, I apologize for the formatting):

Guard (Warrior 1) Melee Ranged Defense
Hit Dice: 9 9 16
Initiative: +1 +3 +1
Attack/Melee: +3 +2 +2
Damage/Melee: 1d6+2 1d4+1 1d6+1
Attack/Range: +2 +3 +2
Damage/Range: 1d3 1d6
AC: 15 16 16
Flat-footed AC: 14 14 15
Touch AC: 11 12 11
Fortitude: 3 3 4
Reflex: 1 2 1
Will: 0 0 0
Equipment:
Short Sword (1d6) Shortbow and ammo (1d6, 10) Club (1d6)
Buckler (1 AC Dagger Heavy Wooden Shield (2 AC)
Studded Leather(3 AC) Studded Leather (3 AC) Studded Leather (3 AC)
Feats: Power Attack Point-Blank Shot Toughness
Cleave Rapid Shot Toughness
Special:


Our second scenario has the players escorting a caravan through a forest. This scenario is highly scripted -- as long as the players stick with the caravan, they're effectively on-the-rails. As such, the planning is lot easier and the scenario as a whole is structured like a flow chart. Here's what the introduction reads like:


1. A Hidden Enemy
Roll 2d12. On a 12 or lower, the Orcs attack during the night. Otherwise, they attack during the day.
The Orcish bandits, as a whole, comprise a force of 60 warriors.

1a. Night Attack!
Divide the players into 1-4 shifts, and roll 1d4 to determine which shift the Orcs attack on. The Orcs may attack on a shift without any players awake. Players who are not awake start the battle with light or no armor on, and are prone. Getting up from prone is a full-round action that provokes an attack of opportunity. Characters are assumed to sleep with their weapons in easy reach, and so they grab their weapons as a free action.

Scimitar-wielding Orcish Warriors attack the caravan. Three waves of Orcs will attack the players. The first two waves have three Orcs, while the third and final wave has four.

As background, a multitude of Orcs attack other NPCs, though combat does not need to be played out unless the players intervene.

Resolution:
If the players kill all three waves, they gain 300 XP, and any surviving Orcs retreat after two rounds. Players may take this opportunity to kill additional Orcs, which will reduce the numbers available at the final battle.

If the party has been defeated – everyone is disabled or dying – any survivors gain 100 XP. In this case, other caravan guards rally and drive off the Orcs and attempt to stabilize any wounded.

In either case, proceed to 2.

Bonus XP:
Players who demonstrate tactical prowess or remain true to their characters may gain additional XP. In this scenario, exceptional behavior merits 50-100 XP. Examples: Drawing enemies away from a weaker ally. Deliberate flanking. Using illusions to distract enemy combatants.

1b. Daylight ambush!
Divide the players into 1-4 flanks (1: front, 2: right, 3: back, 4: left). Each flank will be supported by at least two characters.

The Orcish forces are divided into two groups of ten:
Group 1
Tactics: Attack at range – 20 ft – from one flank (1d4 to decide), in order to force a reaction from the forces on that flank. Rather than roll each attack individually, make a single attack against each PC, no attack bonus, 1d4 damage.
Hide: +2 for range.

Group 2
Tactics: Wait at range – 30 ft – until Group 1 has provoked a reaction, and then approach to melee range from one flank (1d4 to decide which flank.)
Hide: +3 for range. Additional +5 when Group 1 is distracting caravan. -5 if they move 20-30 feet in a round.

Again, combat is only resolved in the party's immediate vicinity.

When ten Orcs have been defeated, the rest retreat after two rounds.

Resolution:
If the players kill ten Orcs, they gain 300 XP, and any other Orcs retreat after two rounds. Players may take this opportunity to kill additional Orcs, which will reduce the numbers available at the final battle.

If the party has been defeated – everyone is disabled or dying – any survivors gain 100 XP. In this case, other caravan guards rally and drive off the Orcs and attempt to stabilize any wounded.

In either case, proceed to 2.

Bonus XP:
Players who demonstrate tactical prowess or remain true to their characters may gain additional XP. In this scenario, exceptional behavior merits 50-100 XP. Examples: Drawing enemies away from a weaker ally. Deliberate flanking. Using illusions to distract enemy combatants.

2. The Best Defense?
At the conclusion of battle, a choice must be made: Sir Dalek Arnimane wants to press onward, while Sir Dyonis Treeborne wants to track the retreating Orcs to their meeting place. Because of the player's actions, they can influence the decision made.

2a. Pressing onward.
Pressing onward causes everyone in the caravan to take an additional 1d6 damage from additional skirmishes (though no party members die). However, the caravan is able to reach the edge of the forest an hour or so after dawn. Because Orcs suffer penalties in bright sunlight, they will hold off their attack until night. This gives everyone a chance to rest and recover spells.

The downside, of course, is that this is a low-level party. Rest only recovers one or two hit points per night, so some spells will be expended to heal the party. This, in turn, means that the party will be at full health but Marius Conrad will be unable to heal any party members in the final battle, nor use

2b. Search and destroy.
Marius Conrad heals each party member for 1d6+3 hit points, and the party prepares to set out. (It is assumed that characters don armor and gather equipment where necessary.)

The base Track DC is 15, due to the thick woods. The DC is reduced by -1 for every three bandits that managed to retreat. Retries are allowed, but the players incur additional penalties depending on how long they take.

Success on initial roll: No penalty
Success on first retry: No penalty
Success on second retry: Fatigued.
Failure on second retry: Fatigued. No more retries. Run through 2a, and then proceed to 3.

On a successful track check, the party manages to follow the retreating Orcs to their meeting place, a broken-down cabin in the woods. Here, the Orcs use Shortspears to defend themselves. Windows in the cabin provide low cover (+4 AC).

Every Orc killed here reduces the number available during the final siege.


Anyway, that's how I plan my adventures. There's a lot of room for improvement, but I think it's a pretty good system for a beginner.

Kiero
2007-09-02, 04:57 PM
how much time do you guys spend beforhand planning out an adventure, and encounters ect.?

Little to none, but I don't play D&D. :smallbiggrin:

BRC
2007-09-02, 05:06 PM
Above all else, give the players what they want. If you run a more RP based adventure and the players like it, do more of that, if all they want to do is wade through the corpse of fallen foes, give them some instant corpses, just add Damage!

Ravyn
2007-09-02, 05:17 PM
I actually work pretty much on the fly, but that's because a. I run in a point-buy so I can get away with it, b. my games are 75% interaction and exploration, and c. my players would break my plot anyway, usually by taking the one encounter I don't expect them to talk through and talking through it. i found, though, that it's a tad harder to get away with in D&D due to the level-dependence. Also depends on the number of NPCs they're interacting with; now that my lot's back in civilization, getting embroiled in Celestial politics, and one of them has tripped over a running antagonist I'm still trying to flesh out, I do a lot more pre-planning.

Regarding NPC interaction: First step is to figure out what your NPCs want. Second is to figure out what lengths they'll go to get it. Third, you factor in their resources--wealth, connections, influence, you name it--to figure out how the dispute would go without PC interference.

Got that all together? Now you get to the fun part: The entry of the PCs. At this point, it's good to have a couple possible situations already planned out. If the PCs take a side, how is that going to affect the standing of the merchant whose side they're now on? Or the opposition? (This is strongly affected by what kind of reputation they have, the general attitudes of the town, who they might've impressed or offended--lots of potential factors.) Are there any outstanding ways they could throw a wrench into one side's plans, deliberately or by accident? How would the other side react? The rest you're pretty much going to have to make up on the fly--just try to filter it through the goals and attitudes of your NPCs, and you should be all right.

Damionte
2007-09-02, 05:29 PM
You situation is actually a very good place to begin in. Having just two PC's will make things go a bit smoother to start.