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Any tips to DMing 4e?

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Since the players-DMs ratio here seems to be pretty unbalanced, I was thinking of starting a campaign here. The problem is I'm not really experienced with the game (known about 3.5e for years, but have only played for a few months, no experience on 4e though I'm reading the books and it seems easier and more balanced than 3.5). I would use some module and play a pre-cooked campaign, mainly because it would be my first time, so I'd like to focus on learning more than creating. So yeah, I'd like to ask for help, advice, support, anything would be useful :)
I would suggest the Keep on the Shadowfell for someone starting off their DMing experience in 4th edition. It has all the necessary tools and resources within the module it self. It also has enough options for the players to explore a bit and the ability for the DM to add their own elements.
I was thinking of using one of the starters from LFR, but you are not the first one to mention that, so I'll keep it in mind. Thanks!
Well I can not talk about the LFR stuff as I have not personally played or read it but I know with the Keep on the Shadowfell it has all aspects of the game: combat, traps, skill challenges etc.
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Jim McClure
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You might want to check out the GM Academy. We are a group of people that discuss the art of GMing and we have a lot of knowledgeable people that could certainly help you with any question you have. We also run regular workshop on various topics like designing a plot or building an encounter. <a href="https://app.roll20.net/forum/post/414023/lfgms-gm-" rel="nofollow">https://app.roll20.net/forum/post/414023/lfgms-gm-</a>...
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Phisto Roboto said: I would suggest the Keep on the Shadowfell for someone starting off their DMing experience in 4th edition. It has all the necessary tools and resources within the module it self. It also has enough options for the players to explore a bit and the ability for the DM to add their own elements. If you do this, search very, very heavily for the any errata, or online fixes for Keep. As written, it doesn't work for new players, and certainly not for new GMs. It will teach you very bad habits, and create confusing situations that will just make your players feel that the game is too easy, or that you're blatantly trying to kill them. Make sure you use Monster Vault, or MM3 updated versions of creatures in this module, not as written. It's the very first 4e module, and numbers suffer for it. There is an early trap in Keep that doesn't work, for example, either it doesn't trigger properly (not catching anyone in it until the second activation), or it's impossible to deactivate, as the mechanisms for the trap is located inside, with the player currently dying. The entire module is full of stuff like this.
Wow, thanks. Actually, I was exploring that module and found a few things that didn't add up, like those zombies in the early levels of the keep. I found a fix that looks pretty convincing, so I'm thinking of using it. (Orcus conversion)
I started a 4E campaign a few weeks back here on roll20. First time playing 4E at all. I started with Kobold Hall [DMG] and went on to Dungeon of the Ghost tower [Dungeon #182] (while it's a side trek, it covers quite a lot of core features). While most of my players had played 4E before, they all seem to be enjoying themselves despite my occasional rules snafu. I chose to skip keep on the shadowfell due to it's... issues. I'll likely use a significantly modified version of it's map much later in the campaign. The two things that they've commented upon the most are my use of HoneyBadger's Power Cards for handling ability macros, and handing out treasure according to the DMG. If you want to see how what the API can do for DM's I have a couple of maps I can use to demonstrate how I use it. Beyond that, be upfront with your players about your inexperience with the system. If a rules dispute starts, make a decision - then look the rule up after the session and inform the players what the outcome was. It's no biggie if you make a mistake. I've made enough so far ;) Finally, wow them with the introduction - let them feel the world. They'll be all the more committed for it.
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Animus said: If you do this, search very, very heavily for the any errata, or online fixes for Keep. As written, it doesn't work for new players, and certainly not for new GMs. It will teach you very bad habits, and create confusing situations that will just make your players feel that the game is too easy, or that you're blatantly trying to kill them. Make sure you use Monster Vault, or MM3 updated versions of creatures in this module, not as written. It's the very first 4e module, and numbers suffer for it. There is an early trap in Keep that doesn't work, for example, either it doesn't trigger properly (not catching anyone in it until the second activation), or it's impossible to deactivate, as the mechanisms for the trap is located inside, with the player currently dying. The entire module is full of stuff like this. I've never encountered any problems with the module and I have run it several times. I am not quite sure what these problems are that you speak of. The only thing that does come to mind is the pit trap that doesn't explicitly say in the trap description that triggering it requires players to make a saving throw to avoid falling in but if memory serves it does mention this a earlier. Other than that I can't think of anything that makes it clunky or the like for players or DM's. As with any module they are vague in some parts to allow the DM to put their own spin on stuff or work it into the world that they have in mind. Would people mind explaining/point out what doesn't add up or doesn't work? EDIT: I only ask for people to make mention of the stuff in case it is simply confusion or misunderstandings that are causing them.
Phisto Roboto said: I've never encountered any problems with the module and I have run it several times. I am not quite sure what these problems are that you speak of. The only thing that does come to mind is the pit trap that doesn't explicitly say in the trap description that triggering it requires players to make a saving throw to avoid falling in but if memory serves it does mention this a earlier. Other than that I can't think of anything that makes it clunky or the like for players or DM's. As with any module they are vague in some parts to allow the DM to put their own spin on stuff or work it into the world that they have in mind. Would people mind explaining/point out what doesn't add up or doesn't work? EDIT: I only ask for people to make mention of the stuff in case it is simply confusion or misunderstandings that are causing them. The Cherubs at the beginning in the Sword Trap room cannot function as-written. Either it activates and the walls appear inside , leaving the person who triggered it standing outside of the walls, with the cherubs, which cannot be used as the trap indicates, free to turn it off. Or the trap places the walls outside, forming around the cherubs, which the player in the trap is currently being smashed into. They can't be accessed, because of how Walls work in 4e. It's just one of the many problems. The entire sword trap room is bad once you realize the statue is bad and can just avoid it entirely by walking just outside it's range. The creature numbers are still the primary problem, because it's a MM1-era module. I'd have to go back through it, but there are several similar issues through out.
H1 (Keep on the Shadowfell) gets a poor reputation because it was written for 'Encounters' play, and a lot of folks don't realize that. It's intentionally designed to keep the party railroaded on a set path. For a more typical D&D experience, I would suggest Reavers of the Harkenwold(level 2), or the more sandbox'y Madness at Gardmore Abbey (level 6-8) As far as actual tips go; - Try to make combat interesting... one of the aspects 4e tends to suffer from is long combat. Use narrative and descriptions to liven it up. - If you're invested in running 4e, picking up a D&D Insider subscription makes character creation a LOT easier. Access to the Compendium to look up specific rules is also very useful. There are a number of mobile device apps that interface with Insider subscriptions. - Encourage your players to plan out their moves before it's their turn. If everyone knows what they're going to do on their turn; combat is MUCH more fluid. - Sometimes players need to be reminded that they don't have to save-up Encounter powers. They regain them after the fight. It's only your Daily powers that you don't get back. - Party getting it's butt kicked regularly? Dole out some Action Points for good RP, or clever ideas. Being able to take more than one action makes a huge difference in an encounter.
1) Have Fun 2) Profit
<a href="https://app.roll20.net/forum/post/729299/script-d-" rel="nofollow">https://app.roll20.net/forum/post/729299/script-d-</a>... <a href="https://app.roll20.net/forum/post/703974/script-d-" rel="nofollow">https://app.roll20.net/forum/post/703974/script-d-</a>... Here are links to the Character and Monster importer for D&D 4e, but it requires you to be a Mentor and subscribed to DDI to have access to the xml files required.
Thanks to all for the advice. The campaign is up now in LFG. Since it's for 5 players, I'm starting to prepare macros and maps, but when I get at least 4 people interested, I'll get Mentor and work on DL and API and everything.
Mark G. said: ... I would suggest Reavers of the Harkenwold(level 2), or the more sandbox'y Madness at Gardmore Abbey (level 6-8) As far as actual tips go; - Try to make combat interesting... one of the aspects 4e tends to suffer from is long combat. Use narrative and descriptions to liven it up. - If you're invested in running 4e, picking up a D&D Insider subscription makes character creation a LOT easier. Access to the Compendium to look up specific rules is also very useful. There are a number of mobile device apps that interface with Insider subscriptions. - Encourage your players to plan out their moves before it's their turn. If everyone knows what they're going to do on their turn; combat is MUCH more fluid. - Sometimes players need to be reminded that they don't have to save-up Encounter powers. They regain them after the fight. It's only your Daily powers that you don't get back. - Party getting it's butt kicked regularly? Dole out some Action Points for good RP, or clever ideas. Being able to take more than one action makes a huge difference in an encounter. Yes, to all that stuff. The only thing I would add, is that you might think about avoiding constant fights to the death. There is no "morale" system in 4e, so you just kinda have to play it by ear as you go along. Aside from that, you just need to do it for a while. I think you'll probably be surprised by how patient and nice players can be to new DM's.