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DM worries, seeing what a player thinks...

Im interested in running a Lost mines of Phandelver that will transistion into Princes of the Apocalypse once characters get to level 3. However I never DM a game before and I notice a lot of new players. In all honesty, are players looking for someone who is very knowledgable or will they work with a new DM and help each other with rules ect.? Or should I wait DMing
If you wait to start until you are experienced, you will never start. Worst case scenario, you will mess stuff up, best case scenario, you will mess stuff up and learn from your mistakes...
Getting introduced to a game and once you reach the point where you think you could maybe hold over a one-shot or highly homebrewed or dumbed down game - go for it. Make the rules. Make the alterations. Make the limitations to your mindset. Run the game. If people liked it, or can offer feedback - perfect. You'll know if you can step up or wait a little longer. Just keep the railroading to a minimal, allow for out of the box thinking, npc growth and random happenings and you'll hold more players than lose. Also as the storyteller, if a rule outright irritates you - alter and/or remove it.
I would say run the game now. It seems that most players are just looking for a GM to run games first, and they worry about the experience and such later. There is no better way to learn than to run one for yourself. It has been consistently pointed out that we never have enough GM's so as long as you let the players know up front it should be cool. I know I would be willing to learn with a newbie (player or GM). Just make sure that you set a bit of time aside after each session to discuss with the players what they liked and what suggestions they would have for improvements. That's the best way that I have found to help figure this thing out.
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I've been DM'ing on and off for the past 20 years but still remember my first time vividly only because it was an unmitigated disaster. Reason being was because I didn't understand the rules for the game enough. Once I fully understood the rules and felt comfortable doing mini-dungeon crawls with friends did I try to DM again. And you know what? That made all the difference in the world. I didn't have to waste time flipping through manuals, stuttering over minutiae or boring my players by breaking immersion. It takes a while to get your flow, but when you get it, boy, will you get addicted to DM'ing really quick :) Just be clear in your LFP post that you're still new. I'm sure players will forgive more if you're up front than hiding the lack of experience. And yes, always get feedback, both positive and negative and never take it personally because you'll never grow as a storyteller. Edit: Occasionally there are some really good people here who do DM crash courses, like Toothless and Ajax. Sit in on one of their classes and learn from them. :)
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Pat S.
Forum Champion
Sheet Author
Tysus said: Im interested in running a Lost mines of Phandelver that will transition into Princes of the Apocalypse once characters get to level 3. However I never DM a game before and I notice a lot of new players. In all honesty, are players looking for someone who is very knowledgable or will they work with a new DM and help each other with rules ect.? Or should I wait DMing Everyone has stated good reasons but understand this. From the first time the words were written on paper, the polyhedron dice scattered on the table, chip bags opened while drinks were guzzled, the GM learns by doing. Everyone of us GM's came into the hobby without knowing how to GM a game. We studied the rules, we listened (for you younger gen, watched videos) GM's talk about how to do stuff but it boils down to gritting our teeth, summoning our courage (buffing?, anyone got a bard?) and just doing it. Pick a day that you can run a relaxed one shot and don't worry about running something proper at first. Focus on the basics and don't worry about the fine details such as flanking or a 5 ft step attack or any of the other crap that tends to bog down games (unless you are intensely familiar with the system). I could go on about stuff for many more paragraphs but that is not what this post is intended for. It is just to tell you to kick your shoes off, grab you favorite drink (that won't impair your gaming), a bowl of munchies then enjoy creating a story with your players that you will remember years from now for you won't remember what you had to roll ac wise to hit the Ogre but you would remember how a player's fighter leapt off the cliff face, screaming his defiance, and sunk his great sword through the ogre's face. A group you might be interested in is GM Academy . They are a roll20 group that focuses on helping GM's learn how to run their games to the GM's best ability.
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GMing is usually a trial by fire. You get better by doing it honestly. On the internet you'll obviously encounter jerks who want 'amazing awesome time GM' who have high expectations. Just gloss over them to be honest and make it clear what your GMing style is, they'll either respectfully leave or.. if they stay and continue to complain; axe and replace them. Be cooperative with your players, and make it clear it's a two way street, you're not a free candy machine. Most importantly be decisive and consistent. In the beginning when you're not sure what your style is, constancy will waver from time to time, but in the end just make adjudications that make sense if something is unclear. The most important thing is to have fun. If you feel the group you've assembled isn't going to fly, talk it over with them on skype of webRTC to see if you can work it out, else it may be time to disband it. Determine this early, I made the mistake of doing it 8 or so sessions deep and 20 sessions deep in 2 separate groups. In the end I disbanded them and had the story pickup up stage-left with a group of players I was far more comfortable with and we have a great time. In my case it worked out that the story did not end, I just brought in a new party carry the torch.
Some great advice here so far. Biggest mistake I made was starting thinking I had to know everything and instantly be able to give an answer. The players should see you as a guide, but really they're writing the story. Best GM I ever played with back in AD&D days said so little, mostly just listened, we couldn't help but be utterly invested and responsible for how things played out. We never felt like we were being railroaded or talked over. Every now and then while we talked at length about what we wanted to do, he'd make a roll behind his screen and slowly look back at us with his poker face, without a word. Mention you're a new GM when you look for people and you should attract supportive players who are keen to encourage a new GM. Good luck!
Yup. Doing quick one-shots or a small dungeon crawl (kill everything!!!!!) are both great ways of learning by doing. If you can make a DM cheat sheet with the necessary rules instead of having to flip through pages, you're on your way. Like I said, once you get a feel for the rules and a flow you're on your way to GM addiction :)
Sergio "聖司" P. said: If you can make a DM cheat sheet with the necessary rules instead of having to flip through pages, you're on your way This is what I did. I purchased PDFs of the rulebooks for the game system I run and I did print out full copies, 3-hole punch them and put them in a binder. But I also used a PDF viewer to take "snapshots" of the most-used tables and rules passages, and paste them into a new document. Once I was happy with the layout, I printed these few pages onto heavy cardstock and I keep them next to the computer while running my games. This is a huge time saver during actual game play and keep things moving along more smoothly. In most role-playing games, you'll reference 10% of the rules all the time, and the rest of the rules are needed only for very specific situations. When that happens, you can take the time to look it up in the full rulebook if you're unsure of how to adjudicate it.
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Pat S.
Forum Champion
Sheet Author
I think this thread has ran it's course on how to start DMing on roll20 and is drifting off roll20 specifics ( CoC : Intended use). If no one has any more suggestions on how to start DMing on roll20 I will be closing the thread in a while.
al e. said: If you wait to start until you are experienced, you will never start. Worst case scenario, you will mess stuff up, best case scenario, you will mess stuff up and learn from your mistakes... This person is correct. I know this is about to be closed, but I do have some quick advice. What I would do is just jump right into it. A lot of people learn best from experience. The phases that I go through with DMing are like this: Concept phase : I don't start any campaign without having an idea of what I want it to be first. I know that not everything will go the way I planned, but a mental blueprint is always smart. Maybe you want a campaign where it's set in the future and there's this alien race that's threatening Earth and people have to stop them. What is the enemy like? What's its purpose? How is it going to achieve it? What should the players run into along the way? Make sure you have the setting and background thought up. You don't want to go halfway through where everyone is using rifles and pistols, and then swap it to where firearms no longer exist and its swords. Consistency is key. Visualization phase : I like to take this one step at a time since it's very easy to hop all over the place and then fizz out. But start with the beginning of the campaign. For the sake of consistency, i'll start with the idea I had from the last bullet point...aliens are attacking earth. Now it wouldn't make sense for a bunch of level 1 adventurers to jump the final boss and call it a day (or maybe it does make sense, and the boss beats them, but they get teleported to safety and now having a driving goal to beat that boss), so maybe you introduce them slowly. Maybe a few thugs from the enemy world threaten a bar they're hanging out at. The thugs are beaten in a barroom brawl and with his dying breath, the last thug says that 'Lloyd Mandell will get them' and now they have to find his hideout. Make the story like a rolling stone. After finding his hideout, they find out that he has a bomb set up over the city to destroy it. Or maybe they find out he's just a thug like the ones in the bar and the real puppet master is some big shot in space. Think about it like this: If this was a story you wanted to read, what would it have in it. Make Maps : This one is a little difficult, but fortunately, it never hurts in the beginning to start simple. Throw up 4 rooms (big squares/ rectangles), put some doo dads in them like chairs, crates, barrels, whatever. Connect them with hallways. Put enemies in the rooms. Put traps in the hallways. Maybe make the last room the most important with a boss fight or some flavor talking. Make, what I call, a base map. This is where people don't feel like they're about to be attacked all the time. This could be a bar. It could be a hideout camp in deep space. It could be someone's house. Players need somewhere to go to recuperate and rebuild, and you need a place where you can tell a story without having to make it into a fight. Making maps, even if you scrap the idea, is always good since it gives you an idea of what you might want to do, and you can expand upon them or change them, or even push them further back. Maybe you want to lengthen your campaign, so instead of them finding Lloyd Mandell, you have a shady business man who knows where Lloyd is, but won't tell the adventurers until they help him by stealing a precious diamond. Bam, you just made another map/chapter without rushing to the end boss of the chapter you're on. Make sure you don't lengthen it too much or the story will feel like a grind. Use your own personal bias on this...when would YOU, as the player, feel comfortable moving forwards. My personal creed is to stay 2 'chapters' ahead of my players. A chapter, to me, is a gaming session. So for this one, the bar and the bar fight would be a good chapter to start with. You use the same map for both, it's simple, it's easy to imagine and do. Then you want to make the second map, so maybe the alleyway where you meet the shady business man, and the diamond store where they steal the diamond. The alley is super easy and you don't have to edit it much, so it shouldn't be a big deal. Use the formula that I listed above to make the diamond store (4 rooms, traps, enemies, blah blah blah). Information Phase : I like to list this after the other phases since Pathfinder/D&D/Whatever medium you use are normally REALLY good at helping fit YOUR game and not the other way around. Once you have an idea of what you want the story to be and the enemies, do a search in the bestiary. Look at loot that makes sense to the story (You're not going to put the ultimate weapon in the first dungeon). This will help solidify the conception and visualization. Launch the Campaign : You've got your idea. You've got your maps. You've got your safe zone. Now just to find people to populate it. Make a listing on Looking For Group with what you have planned, game times, and a brief synopsis of the story (without spoiling too much). Trust me. People will sign up. Tell your story : As long as you've done the previous stuff, it all falls together from here. Remember to stay two chapters ahead of your players (so make one chapter every week, basically), and continue to conceptualize and visualize. Your story is ever evolving, and it's up to you to make it a reality.