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TehQuasar
July 21st, 2015, 22:52
I am experienced D&D player, playing D&D for 10+ years now but I have never DM'ed before. I have started writing a campaign for D&D, but was wondering what people thought on if i should DM my first game with an adventure module that is already out. I am a player that likes to think outside the box and have been told from DM's that i have had some clever ideas. Even with these clever ideas though sometimes they have to get shot down because it wouldnt fit with the adventure module. This is why i am considering just doing my own homebrew campaign since i want to encourage and awarded clever thinking and creative thinking instead of having to shut it down. The games that seem the most fun to me is when something that isnt expected happens and an entire fight is skipped because the group thought up something the DM didn't think of or the group does something awesome like a Goliath Barbarian (me) jumps of a building and wins a strength contest to now have a Giant Spider as its mount. So if anyone would give some advice on what they think would be the best/easiest thing to get me into DMing it is more than welcome.

Thank you for reading

-TehQuasaer

kylania
July 21st, 2015, 23:02
The adventure module Lost Mine of Phandelver (https://www.fantasygrounds.com/store/product.xcp?id=WOTC5ELMOP) is a great starting point. It's designed for the first time GM with a lot of prep work done for you.

I'd also highly suggest watching Critical Role. It's a 5E homebrew campaign run by and played by professional voice actors. Matt is an amazing DM, painting wonderful pictures of scenes and never missing a beat no matter how crazy the ideas of the players are. Can't say enough great things about CR. :)


https://www.youtube.com/watch?v=i-p9lWIhcLQ

For more generic DM advice there's a few threads here or there and this video (https://www.youtube.com/watch?v=TKh5SKv1MIE) is a bit talky, but has some good ideas. He's actually got a few different Advice videos.

TehQuasar
July 21st, 2015, 23:10
The adventure module Lost Mine of Phandelver (https://www.fantasygrounds.com/store/product.xcp?id=WOTC5ELMOP) is a great starting point. It's designed for the first time GM with a lot of prep work done for you.

I'd also highly suggest watching Critical Role. It's a 5E homebrew campaign run by and played by professional voice actors. Matt is an amazing DM, painting wonderful pictures of scenes and never missing a beat no matter how crazy the ideas of the players are. Can't say enough great things about CR. :)


https://www.youtube.com/watch?v=i-p9lWIhcLQ

For more generic DM advice there's a few threads here or there and this video (https://www.youtube.com/watch?v=TKh5SKv1MIE) is a bit talky, but has some good ideas. He's actually got a few different Advice videos.

I watch critical role about every night lol, on episode 11 now i believe been trying to catch up with it so i know whats going on for the stream. It has been a big reason on why i have started writing my campaign again (I ama physics major not a writer so i dont write a lot), also thank you for the module link i will take a look at it. I guess my real question is would someone recommend i use a module before trying to do my homebrew as a first time DM or does it not really matter as long as i like the story of the adventure? Story is also a big thing for me, though i am not a great story writer myself i would hope that the people playing my D&D game could help forge a great story out of my framework.

Trenloe
July 21st, 2015, 23:12
Sounds like you wouldn't enjoy running a fixed, commercial scenario.

I'd say just go for it, but be very clear to your players that this is your first time DMing and that it will take a while for you to get into your stride and be comfortable running the game. You biggest issues as a new DM doing it yourself are going to be: having to wing it as you get used to your players and the campaign world, providing challenging (but not too challenging) encounters as you get used to the system, having resources available within Fantasy Grounds to allow you to do things on the fly.

You might want to pick up some commercial scenarios, just to read through and get some ideas; get some balanced encounters, etc.. - there are plenty of good, short, "5E" scenarios in PDF format available on DriveThruRPG. They can't say they're for D&D 5E, but there are quite a few out there. Here are some I like:

https://drivethrurpg.com/browse/pub/3730/Legendary-Games/subcategory/6491_21945/5th-Edition
https://drivethrurpg.com/browse/pub/8090/Art-of-the-Genre
https://drivethrurpg.com/browse/pub/8123/Dan-Coleman-Productions
https://drivethrurpg.com/browse/pub/5327/Assassin-Games/subcategory/10069_21913/5e
https://drivethrurpg.com/browse/pub/7750/Arcadian-Games?term=arcadian+games
https://drivethrurpg.com/browse/pub/7879/Dan-Hass-Endeavors

These will all give you ideas, some will provide nice maps, encounters, NPCs, magic items, etc..

Then - don't try to prepare too much. Your players will surprise you in your first few sessions, so just go with it and be prepared to take it slowly as you get used to using Fantasy Grounds, DMing and working with your players. Most players will be fine with you having short breaks here and there to get things straight and ready to continue - if they aren't then it's probably best if they leave your game. Take constructive feedback from your players, but don't take it all to heart - there are many, many different gaming and DMing styles - and many of them don't fit together. It may take you a few weeks to get a good group of players that like your style, are supportive and you can work with. Then it will be all fun and games (until someone loses an eye)... :)

kylania
July 21st, 2015, 23:16
I'd use the module just to help with the technical aspects of learning Fantasy Grounds. It'll have the story and maps and encounters all there for you ready to play so you can just focus on the flow of the game and adding your own flair to it. It will also show you how an FG adventure is constructed to help with your own story next time.

Trenloe
July 21st, 2015, 23:16
P.S. I really like the story in LMOP, it might be worth you picking up as well and seeing if it's something you can work with. You may end up ripping it all apart, but that's cool - it's your (and your players) game, do with it as you please.

damned
July 21st, 2015, 23:52
Even though you are planning quite a free form scenario I would still prep some encounters on fairly generic location maps so that you can easily insert them where you need them. Encounters/Combat is one of Fantasy Grounds biggest strengths. Learn how they work and enjoy the immersion as your story moves easily into the combat without big prep delays.

TehQuasar
July 21st, 2015, 23:59
Thank you for your input Trenloe, kylania, and Damned very helpful. I will take a look at all of the modules you have posted and see what i feel i will like to do the most. I do not plan to start a game too soon since i am actually not at home and wont be for another few weeks but it will give me time to read through everything. In the near future i may just decide to run a quick session with some people on FG so i can get quick feedback before i start a campaign up.

Xorn
July 22nd, 2015, 04:11
For a first time DM, I'd recommend Lost Mines of Phandelver as well, even though you are wanting to go homebrew. Here's why:

1. It's the best adventure WotC has ever published for a starter set. I mean it's really well done--for both new players and DMs, while still offering a wealth of great stuff for veteran DMs.
2. It takes you up to 5th level at most, and establishes a "home base" to adventure from and continue your campaign--perfect to get you up to speed and comfortable DMing before you go free-form.
3. The module on FG is fantastic, and a perfect idea of what a fully fleshed out adventure module should look like. You will see how much you use maps, npcs, encounters, etc, and get a better feel for how to flesh out your own campaign.

Crymoricus
July 24th, 2015, 09:18
Question:

Are you planning on running FG with people you already know, or do you plan to recruit players via the FG forum and calendar?

If you have a set group of people you know you can count on and already enjoy playing with, I would run LMoP but add side-quests based on backstories. These quests could even tie in with pot lines already present in LMoP. There's no reason you can't create custom content inside your LMoP campaign.

I just wouldn't recommend doing this with a group you're not sure will stick around, or it could end up being a big waste of effort, and perhaps even interfere with interwoven custom plot lines.

Zacchaeus
July 24th, 2015, 14:02
No-one has so far mentioned time.

Now, I should preface this by saying that I personally do a lot of preparation. I like to have the text I'm going to read all prepared in advance; I have all the maps made and encounters worked out and treasure parcels all sorted. I do not like 'winging it'.

My point is that if you are like me and need to prepare a lot then you are going to need bags of time; and usually that's the one thing that's in short supply. Even now that I have retired I still find that I have less time than I think to run just one game a week. If you are writing your own adventure then you will need even more time; the commercial modules (and I would endorse what has been said about the quality of the 5e modules) will save you masses of time. I would absolutely advise for your first foray as a DM to use one of the commercial ones especially if you are doing it through FG since everything is all there for you. (I still do a lot of prep on these, adding masses of boxed text and other stuff - but that isn't necessary if you can wing it)

However time might not be a factor for you and so you might well just go for it, however you want to try it.

Trenloe
July 24th, 2015, 14:56
@TehQasar - I'd recommend using a voice application (there's a community provided TeamSpeak server you can use for free - info here: https://www.fantasygrounds.com/forums/showthread.php?17071-Voicechat!-Community-TeamSpeak3-Server) or whatever voice application works for you. This will allow to not have to enter everything into Fantasy Grounds - if you're OK winging it, you're working from a published adventure/PDF or even if you have it typed up in a separate document: you can just read the box text, etc. out of the document/make it up as you go along. It all depends on your GM style: some people need to prepare lots, others can get away with having the maps, NPCs and encounters setup within FG and then talk through the scenario - just like you would in a face-to-face game. The voice chat will also help with usage questions as you get used to Fantasy Grounds.

On the other hand, the built in text chat functionality within Fantasy Grounds is good if you don't like speaking, but this will require you to prepare more boxed text withing Fantasy Grounds/be a fast typer. The game is definitely more immersive using text chat - but it also takes a lot, lot longer to play; and requires more GM prep.

You'll find your style as you play a few games...

kylania
July 24th, 2015, 15:01
In the games I've been in we've used a mixture of voice and text. Frequent use of emotes and expressions in chat while dialogue was done over voice. Also nice to mix in reactions via chat to what people are saying/doing on voice. Voice: "I throw a fireball" while others in text: /e ducks!