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New DM/Player really trying to learn the best way to start!

I am new to table top games in general and really wanting to learn how to start DMing I feel that I would be good at it as I enjoy the story tell aspect and I am pretty witty and can think on my feet very well. Any suggestions on modules or things i can do to prepare to run a game?
Well, picking a system is a good way to start.
if you mean game... im thinking 4e, next, pathfinder
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I suggest you join a group and then sit in and listen and observe what goes on. Then think about the kind of thing you would like to do. If you go for the very popular systems you wont have any trouble attracting players, which can be a problem in itself. Look at other systems in play, ask around. Our group runs other systems such as Savage Worlds, Cthulhu, All Flesh, Traveller, 13th Age Gumshoe, Ashen Stars, One Ring, we tend to stay away from the 'norms' as we all enjoy learning new systems. At the end of the day, the system is irrelevant to a degree, its the RP and the story that wins out.
Listen to podcasts/videos/recordings of Next, 4e, and Pathfinder, there is no shortage for these versions. Then create a character, and run through a fight or two playing both sides. Just to make sure you understand the combat mechanics. There are a few solo books in the "choose your own adventure" vein for 4e that do this fairly well. Then just... start doing it. You may not feel ready, and you probably won't be. But everyone has to suck before they can start getting better.
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Pat S.
Forum Champion
Sheet Author
If you know the mechanics decently then find a GM that is willing to take you on as an assistant GM so that you get some experience while having someone help you.
I'm definitely happy that your focus is storytelling and that you promote your wit; As improvisation is probably the most important skill a DM can have. Not counting Warcraft 3 Custom RP games, I literally played one game of D&D 3.5, and was DMing the next week; And i was pretty damn good if I say so myself. So i would suggest just jumping into DMing, after being a player once or twice. (Although i'd be careful, that one game I spent as a player at the beginning has ruined me for illusions ) My suggestions, or rather, things I would like to have been able to tell myself when I was just starting out: 1: Don't overextend yourself. I think in my first few weeks, I got a little excited and was playing in three games and DMing two others. Roll20 makes it really easy to find games and players, and I just couldn't keep up with the workload/playing that I had signed up for. Luckily for me and my schedule, I found out also that... 2: Roll20 groups break up quickly and often. The lack of personal contact creates a zero-commitment environment. My first game was supposed to be a campaign, but only lasted a single game. In addition, my first campaign I DM'ed had players drop the off second session, which continued until there just wasn't enough to play. I would plan/expect players to drop, and treasure those who you find to be committed and have consistent attendance/attention. I've had a few assets that I had to trash, which brings me to my next point... 3: Don't Build Campaigns, Build Worlds. DMing in Roll20 means that you are building campaigns that will last only as long as there are players for it; In my experience, less than two months per group (Although I have high hopes for my newest group). Although stringing together events in a vacuum can create an interesting narrative, creating a world means you get to recycle zones, characters, and events in later games. In addition, it allows you to reference casually to actual places, events, characters, and factions within your world, which makes Improvising much easier. So even if you want your second game to be a different setting than your first, I would suggest making them within the same world. 4: Don't write a story, build obstacles and the players will write the story. Several of my first few games suffered because I had not realized this. Planning player actions will generally lead to disappointment. Players are creative, resourceful and wise. Given a situation, they will probably think of three ways to solve it that did not even occur to you, and planning on it going a certain way may lead to plans being disrupted, and your game suffering. (Certain characters living, others dying, etcetra) Planning on success may cause issues when your players fail. Something good to figure out is how you like to deal with failure. Some DM's like to simply ignore it, and continue on without any ramifications. I like to break limbs when players go unconscious, and fling their items away when they fail rolls that risk their lives. Once again, preference. Anyways, I'm excited to see another DM out on Roll20. We're a commodity. If you are looking to start up a game, I'd be delighted to participate, especially in a D&D Next campaign, as the rules are clean, clear, and few. Stay Frosty, J
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Jim McClure
Pro
Marketplace Creator
Compendium Curator
Andrew, One of the other things I would highly encourage you to do is check out the GM Academy. It is a group of GMs that talk about the art of GMing. We run workshops and have a lot of other tools to help new GMs like youself. <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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Pat S.
Forum Champion
Sheet Author
Jim M. said: Andrew, One of the other things I would highly encourage you to do is check out the GM Academy. It is a group of GMs that talk about the art of GMing. We run workshops and have a lot of other tools to help new GMs like youself. <a href="https://app.roll20.net/forum/post/414023/lfgms-gm-" rel="nofollow">https://app.roll20.net/forum/post/414023/lfgms-gm-</a>... I second this for anyone that is a GM or looking to run their first game.
Go forth and get D&D for dummies for 4th edition, or 3.5 (but use it for pathfinder.) Also good but more old school are books by Gygax himself, Master of the Game, and another one called DM Mastery. Sit in on a 4th ed, Pathfinder, or Next game. As a player or as an observer. Try stuff out. Then start a game for new players. there is a distinct lack of DMs here, and not many want to DM, so if you have a game going, you will at least get some players to sign up for session 1. As Adrain said, we try a lot of things. I have run most of the games for our Friday group, but I have more free time, and I've been doing it for decades. In writing an adventure, I suggest setting it up in your mind, then have a series of challenges, but do not predict how they will come out, and just run them and adapt as best as you can. Give the players a home base town or village. Have interesting NPC to talk to or as allies or enemies. Look for books on DMIng, and read the advice in the DMG II for 3.5, or 1st or 2nd editions of D&D. My own book shelf on how to be a better DM is packed will all sorts of good books I've found over the years. good luck.
Sir, YouTub has a great videos from table top gamer aka David. He has a simple easy to learn how to use roll20 for a dm. I am long time DM but new to Roll20 myself and will be soon DMing on here once my Mic starts to work. Just learn the rules and watch his videos on how to do things. You will be good DM if your just find out what your players are wanting and don't make it to easy for them or go tpk on them.