Wuzza
2019-02-23, 12:39 PM
Hi all, love the site (been lurking about 6 months) and all the information/advice contained within, and thought I'd share my experience of my first time as a DM. It's going to be a chunk of text, but hopefully it will be of interest, and may even be a bit of help to new DM's. If not, well at least it gives you something to read. :)
I wont go into all the details of the adventure, just things I think are relevant, and the lessons learnt from them.
Quick background: I played AD&D back in my teens, now middle aged, and have only recently started playing again over the last year with some of my old group (we all took a 20+ year break), initially as a player. I said I'd have a go at running something to give the other DM a chance to play.
I was a bit nervous at first, as I wanted to come up with a really strong story with lots of background, as I wasn't at all confident in my improv ability. I spent around 2 months coming up with a home-grown city, various factions, NPC's with intertwined stories and a whole lot of "fluff" The problem was that what I had planned in my head, wasn't really suitable for level 1 characters.
Plan B
I didn't want the awkwardness of the "meet in an inn" starter, so came up with the idea that they had all been working for a travelling mercenary band. They rolled characters on the first session, and started with their task of investigating the goblin attacks on a small farming hamlet. I did start them at level 2, as I wanted to avoid the instant death problem of level 1, and as there was no healer, I also allowed them to use the Heroic Surge optional rule so they can use their hit die to regain health as a bonus action.
They tracked the goblins to a nearby cave where they despatched around 20 goblins and 2 ogres, and saved the missing child.
This actually gave me my first, unintended, slice of "interesting" role-play (other than the generic commoners) One of the group is a Dragonborn, and on the way home the little girl annoyed him with constant questions. "Are you a real dragon?", "Why haven't you got any wings", "Do you live in a mountain" and other such questions you would ask a dragon, done in my best squeaky voice.
+1 to confidence
Up until this point, all I had was the map of the local area, a few key NPC's and some random dungeon maps downloaded from the web. All of the work done in the previous 2 months was all for nought. (although obviously it is all saved, and I intend to introduce it further down the line, but I didn't need any of it yet, not one bit.....)
Lesson 1: You really don't need to "go big". I had a base where I could introduce pretty much any quest/adventure I wanted, which panned out getting them a couple of levels, before the mercenaries upped sticks as the work had dried up. Over this time, maybe 6 weeks or so, I came up with a map of the region they were in, with brief descriptions of the cities, and we also worked some character background into the world.
Well, you don't need to go big, but I wanted to. :) I wanted something epic, that could potentially take the player levels into the high teens. Something with a world threatening sense of foreboding.
Baring in mind that our previous adventures years ago were pretty much dungeon bashes, and the other DM was running TLMOP starter set, for our group, this adventure would go down in legend. (at least that was/is the plan....)
The group were conned into releasing an ancient evil spirit from its long lost tomb by a recurring NPC (now deceased) I came up with an old story of world war, good vs evil type stuff. Thinking about it, you could draw parallels to Lord of the Rings Sauron, but this was completely accidental.
Lesson 2: Steal from absolutely everything you can, nothing should be sacred. it doesn't even have to be from a fantasy source. One PC is a condescending half-elf paladin. We came up with a quick background where he was the love child of a noble family, cast out once he was old enough. I briefly detailed a few family members, one being Sir Edmund (conniving, untrustworthy snipe), a total Blackadder reference that he loved. (old UK comedy show)
Anyway, about going big. This spirit can be brought back to physical form by 5 powerful followers, using ancient relics. This gave me so many options, and could be stretched out to months and months of gaming. I used a gnome NPC seer to impart this story, and they all really got into it, much more then I expected. Awesome! As of now they have just turned level 6, and are just about to battle the first of these followers.
Mistake 1/Lesson 3: While I'm quite chuffed with the planned story, and the players have all bought in, I've realised that as a long term adventure it's not feasible in its current state. All they have to do is seize one of these relics and the evil cant be manifested.... (and I cant have them fail everything for the next 10+ levels, as their enthusiasm would surely wane) They haven't realised this yet, but I've had to come up with a plan where the gnome seer has given them misinformation, although in good faith. I hadn't needed to give them the full story, it would have been much better to feed it to them as and when needed. This also limits my ability to change things on the fly based on the players actions. I'm pretty sure I can work around it, but it's not ideal.
Magic weapons/Mistake 2: I love magic item. More that I love unusual, effect based magic items. I have a pretty big list of them that I've either stolen from the web, or crafted myself. As previously mentioned, my party have no healer, aside from a Paladin, that is pretty much fully offensive, so I gave them a couple with healing properties quite early. In my enthusiasm they were also given a few more, currently about 3 per player at level 5. Yes, I know it's not what he books recommend, but it's fun and the players enjoy it. What it has meant though, is that their offensive capabilities far outstrip the defensive ones, which has made creating encounters a real headache. They would have to encounter monsters of a higher than suggested CR rating for their level, with the issue that a lot of these have the real possibility of one-shotting 1/2 of the party. I've eventually managed to find a balance by having the "boss" monsters always be surrounded by underlings.
Well that's probably plenty for my first post, so a quick summary.
I've realised a DM isn't just there to challenge the players, a DM is the enabler of fun. A player wants to try something you hadn't envisaged? Let them, work with them, come up with a quick house rule if needed. It could be an automatic fail, but they don't have to know that! :D
Also, don't worry if you make a mistake, you're only human. :P
I wont go into all the details of the adventure, just things I think are relevant, and the lessons learnt from them.
Quick background: I played AD&D back in my teens, now middle aged, and have only recently started playing again over the last year with some of my old group (we all took a 20+ year break), initially as a player. I said I'd have a go at running something to give the other DM a chance to play.
I was a bit nervous at first, as I wanted to come up with a really strong story with lots of background, as I wasn't at all confident in my improv ability. I spent around 2 months coming up with a home-grown city, various factions, NPC's with intertwined stories and a whole lot of "fluff" The problem was that what I had planned in my head, wasn't really suitable for level 1 characters.
Plan B
I didn't want the awkwardness of the "meet in an inn" starter, so came up with the idea that they had all been working for a travelling mercenary band. They rolled characters on the first session, and started with their task of investigating the goblin attacks on a small farming hamlet. I did start them at level 2, as I wanted to avoid the instant death problem of level 1, and as there was no healer, I also allowed them to use the Heroic Surge optional rule so they can use their hit die to regain health as a bonus action.
They tracked the goblins to a nearby cave where they despatched around 20 goblins and 2 ogres, and saved the missing child.
This actually gave me my first, unintended, slice of "interesting" role-play (other than the generic commoners) One of the group is a Dragonborn, and on the way home the little girl annoyed him with constant questions. "Are you a real dragon?", "Why haven't you got any wings", "Do you live in a mountain" and other such questions you would ask a dragon, done in my best squeaky voice.
+1 to confidence
Up until this point, all I had was the map of the local area, a few key NPC's and some random dungeon maps downloaded from the web. All of the work done in the previous 2 months was all for nought. (although obviously it is all saved, and I intend to introduce it further down the line, but I didn't need any of it yet, not one bit.....)
Lesson 1: You really don't need to "go big". I had a base where I could introduce pretty much any quest/adventure I wanted, which panned out getting them a couple of levels, before the mercenaries upped sticks as the work had dried up. Over this time, maybe 6 weeks or so, I came up with a map of the region they were in, with brief descriptions of the cities, and we also worked some character background into the world.
Well, you don't need to go big, but I wanted to. :) I wanted something epic, that could potentially take the player levels into the high teens. Something with a world threatening sense of foreboding.
Baring in mind that our previous adventures years ago were pretty much dungeon bashes, and the other DM was running TLMOP starter set, for our group, this adventure would go down in legend. (at least that was/is the plan....)
The group were conned into releasing an ancient evil spirit from its long lost tomb by a recurring NPC (now deceased) I came up with an old story of world war, good vs evil type stuff. Thinking about it, you could draw parallels to Lord of the Rings Sauron, but this was completely accidental.
Lesson 2: Steal from absolutely everything you can, nothing should be sacred. it doesn't even have to be from a fantasy source. One PC is a condescending half-elf paladin. We came up with a quick background where he was the love child of a noble family, cast out once he was old enough. I briefly detailed a few family members, one being Sir Edmund (conniving, untrustworthy snipe), a total Blackadder reference that he loved. (old UK comedy show)
Anyway, about going big. This spirit can be brought back to physical form by 5 powerful followers, using ancient relics. This gave me so many options, and could be stretched out to months and months of gaming. I used a gnome NPC seer to impart this story, and they all really got into it, much more then I expected. Awesome! As of now they have just turned level 6, and are just about to battle the first of these followers.
Mistake 1/Lesson 3: While I'm quite chuffed with the planned story, and the players have all bought in, I've realised that as a long term adventure it's not feasible in its current state. All they have to do is seize one of these relics and the evil cant be manifested.... (and I cant have them fail everything for the next 10+ levels, as their enthusiasm would surely wane) They haven't realised this yet, but I've had to come up with a plan where the gnome seer has given them misinformation, although in good faith. I hadn't needed to give them the full story, it would have been much better to feed it to them as and when needed. This also limits my ability to change things on the fly based on the players actions. I'm pretty sure I can work around it, but it's not ideal.
Magic weapons/Mistake 2: I love magic item. More that I love unusual, effect based magic items. I have a pretty big list of them that I've either stolen from the web, or crafted myself. As previously mentioned, my party have no healer, aside from a Paladin, that is pretty much fully offensive, so I gave them a couple with healing properties quite early. In my enthusiasm they were also given a few more, currently about 3 per player at level 5. Yes, I know it's not what he books recommend, but it's fun and the players enjoy it. What it has meant though, is that their offensive capabilities far outstrip the defensive ones, which has made creating encounters a real headache. They would have to encounter monsters of a higher than suggested CR rating for their level, with the issue that a lot of these have the real possibility of one-shotting 1/2 of the party. I've eventually managed to find a balance by having the "boss" monsters always be surrounded by underlings.
Well that's probably plenty for my first post, so a quick summary.
I've realised a DM isn't just there to challenge the players, a DM is the enabler of fun. A player wants to try something you hadn't envisaged? Let them, work with them, come up with a quick house rule if needed. It could be an automatic fail, but they don't have to know that! :D
Also, don't worry if you make a mistake, you're only human. :P