View Full Version : For the experianced DM's
newdigitalblue
03-26-2007, 01:34 PM
I'm thinking of running a D&D 3.5 game. However I don't have much time bieng a DM under my belt. So if any one would like to throw some tips my way as to where to begin and anything else that they think would be helpful for a new DM. Please send me a line. Once my campaign/ adventures are all created I'll post a request looking for players and such. But for now anything you wish to share please share.
Well. That's a huge topic. I'm not sure what kind of help you feel like you need.
The key to being a good GM on a tight time budget is organization. Either keep your materials organized, or your thoughts. Run un through the game in your mind and figure out what you're going to need and try to have it ready.
The very best thing about D&D in all of its incarnations is the enormous amount of pre-designed adventure material. If you aren't sure what you're going to need as a GM, invest in a published adventure. It will have all the NPCs and stuff like that you want. You just read it carefuly, mae some notes, tab some important pages with sticky notes, and rock and roll.
I'm not sure I feel like that was helpful. Is there something more specific you would like to discuss?
newdigitalblue
03-26-2007, 03:51 PM
Sorry didn't mean to make it as broad as it is. Just some of the basic do's an don'ts. If you want some more specific areas then
Basic group controle: Best ways you have found to guide the PC's in the direction you want them to go. Or things you have done that has caused the group to go astray.
How much pre planning do you take for each session, what processes do you take to plan for each session.
I'm thinking of getting one of the pre made items just for referance of what would be usefull for an adventure/ campaign and what wouldn't be. But I'm trying to think outside the box and find out things that wouldn't be in one of those premades.
AMetroid
03-31-2007, 07:23 PM
I think it depends on your overall campaign and group. If you have a definite set of objectives that your players are inclined to fulfill then you should have some monsters and other villainous characters designed before hand.
If your group is more interested in smaller campaigns where they put some hurt on and claim some booty then you should discuss several options for the group to go in at the previous play session and pick out your monsters and villains inbetween sessions. When you pick out your baddies you should take into account your groups strengths and weaknesses and pick a mix of baddies that allow each player to shine. Of course you usually can’t do this every play session but it should even out over time.
Basically figure out where your players are going what they’re doing and who/what they are going to run into. You should also lookup and rules that might be unique to the situation you set up. Like travel time (if it’s relevant), saves for environment (cold or hot), DCs for potential obstacles (climb a cliff, find info, convince someone to take certain actions, traps, ect), special rule situation (like a chase/fight on horseback), and the like.
Also get familiar with where things are in the DMG. Make tabs for things you find looking for often as you DM. (though you’ll probably start memorizing page numbers if you DM enough)
There is a lot of good information on the D&D home page. http://www.wizards.com/dnd
You should check it out if you haven’t already.
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