Well, for starters, have you talked with your local store's owners to see what they need from you to start up a game in their space? Beyond that, all you really need is players and a plan.
If you are new at DMing I suggest running a one shot first. If you want you can have it tie into a greater story afterwards.
Try to have players subscribe or something so you can check how well they know the game. If they are all new, some rules explanation will be required but explain most rules when they pop up, dont go monologueing at the start too much. If you know your players beforehand, ask what kind of char they might like.
Start the session with an encounter that serves as a tutorial of sorts, some simple enemies to smash and learn mechanics from.
After an introductory session you can guide them with making their own characters and select a campaign to play.
Well, for starters, have you talked with your local store's owners to see what they need from you to start up a game in their space? Beyond that, all you really need is players and a plan.
Well, they have free to use gaming tables in the back, and I'm just gonna try and get a few random players who looking for a group anyways.
1) Does the store run AL games? If so talk to the organizer, they are often looking for folks to DM.
2) There is no strict rule on age at all as far as I know. You do need to try to keep content appropriate to the folks at the table and there is a code of conduct requirement for officially sanctioned events but if you can DM and folks will play with you then there shouldn't be a problem.
The first step is really to talk to the shop owner and see what the status of Adventurers League is in your area.
Do you have experience as a player? It is good to be familiar with how the game works before you jump in to DMing.
Do you want to use a published module or a home-brew adventure? Each has advantages and disadvantages. In both there is a potential for players to go wildly "off script" and do things that you didn't anticipate.
Published modules have the downsides of not being tailored to the characters and players in a specific group, and of being available for the players to buy and read.
Home-brew takes a bit of planning before you start. You should have a clear picture of the starting situation, good hooks to draw the players in to the adventure, and several ideas of directions things might go in.
A simple dungeon or location based adventure is often a good place to start. It provides a limited environment with few options, so you can better predict what might happen and prepare for it.
Don't be afraid to steal ideas for situations, characters, settings, etc from tv, movies, books, comics, etc. Change some details and don't let on where you borrowed from. The Maltese Falcon is an old movie that makes a good RPG plot. Look at some of the bits in Indiana Jones or the Mummy.
The Lost Mines of Pandelver from the basic starter set is a good example of how to put an adventure together. If your players are not familiar with it that could be a good place to start DMing.
Have fun, and remember everybody makes mistakes. Try not to let the mistakes spoil the game when they happen. Sometimes they will favor the monsters, sometimes they will for the players. Good luck.
Online play is always an option. Make a game idea and broadcast it out to the internet and see who wants to bite!! Also ontop of this you could introduce some of your friends to the hobby or even family and make a group that way. You could also just DM in a public space with people from the game shop.
Online play is always an option. Make a game idea and broadcast it out to the internet and see who wants to bite!! Also ontop of this you could introduce some of your friends to the hobby or even family and make a group that way. You could also just DM in a public space with people from the game shop.
1. i would not be allowed to 2. tried that 3. thats what im trying to do
Do you have experience as a player? It is good to be familiar with how the game works before you jump in to DMing.
Do you want to use a published module or a home-brew adventure? Each has advantages and disadvantages. In both there is a potential for players to go wildly "off script" and do things that you didn't anticipate.
Published modules have the downsides of not being tailored to the characters and players in a specific group, and of being available for the players to buy and read.
Home-brew takes a bit of planning before you start. You should have a clear picture of the starting situation, good hooks to draw the players in to the adventure, and several ideas of directions things might go in.
A simple dungeon or location based adventure is often a good place to start. It provides a limited environment with few options, so you can better predict what might happen and prepare for it.
Don't be afraid to steal ideas for situations, characters, settings, etc from tv, movies, books, comics, etc. Change some details and don't let on where you borrowed from. The Maltese Falcon is an old movie that makes a good RPG plot. Look at some of the bits in Indiana Jones or the Mummy.
The Lost Mines of Pandelver from the basic starter set is a good example of how to put an adventure together. If your players are not familiar with it that could be a good place to start DMing.
Have fun, and remember everybody makes mistakes. Try not to let the mistakes spoil the game when they happen. Sometimes they will favor the monsters, sometimes they will for the players. Good luck.
i have lots of player experience, but about 2 sessions of DM experience
From everything that has been said, what I can impart to you is just talking to the game store and have them send you players. There is no big secret to starting up a group to play. They may want to fill up the other groups to max before they want another group to start, but if they don't ask them to send people who are looking to play to you. If people aren't coming in looking for a group maybe join a group and talk to the DM about taking over after the campaign is done so they can have a chance to play. There are more people out there that want to be players vs. DMs so them wanting a break from DMing and be a player after their game is done should be high, but there are people who prefer DMing vs. playing. I hope this helps you figure out how to get started.
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Remember this is a game and it's suppose to be fun for everybody. Let's all have fun and kill monsters.
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Name says it all, well except for the fact that DDAL might have age restrictions, meaning most likely i wont meet them, so i need alternatives.
I did NOT eat those hikers.
Well, for starters, have you talked with your local store's owners to see what they need from you to start up a game in their space? Beyond that, all you really need is players and a plan.
If you are new at DMing I suggest running a one shot first. If you want you can have it tie into a greater story afterwards.
Try to have players subscribe or something so you can check how well they know the game. If they are all new, some rules explanation will be required but explain most rules when they pop up, dont go monologueing at the start too much. If you know your players beforehand, ask what kind of char they might like.
Start the session with an encounter that serves as a tutorial of sorts, some simple enemies to smash and learn mechanics from.
After an introductory session you can guide them with making their own characters and select a campaign to play.
Gnolls!
I did NOT eat those hikers.
Well, they have free to use gaming tables in the back, and I'm just gonna try and get a few random players who looking for a group anyways.
I did NOT eat those hikers.
1) Does the store run AL games? If so talk to the organizer, they are often looking for folks to DM.
2) There is no strict rule on age at all as far as I know. You do need to try to keep content appropriate to the folks at the table and there is a code of conduct requirement for officially sanctioned events but if you can DM and folks will play with you then there shouldn't be a problem.
The first step is really to talk to the shop owner and see what the status of Adventurers League is in your area.
Do you have experience as a player? It is good to be familiar with how the game works before you jump in to DMing.
Do you want to use a published module or a home-brew adventure? Each has advantages and disadvantages. In both there is a potential for players to go wildly "off script" and do things that you didn't anticipate.
Published modules have the downsides of not being tailored to the characters and players in a specific group, and of being available for the players to buy and read.
Home-brew takes a bit of planning before you start. You should have a clear picture of the starting situation, good hooks to draw the players in to the adventure, and several ideas of directions things might go in.
A simple dungeon or location based adventure is often a good place to start. It provides a limited environment with few options, so you can better predict what might happen and prepare for it.
Don't be afraid to steal ideas for situations, characters, settings, etc from tv, movies, books, comics, etc. Change some details and don't let on where you borrowed from. The Maltese Falcon is an old movie that makes a good RPG plot. Look at some of the bits in Indiana Jones or the Mummy.
The Lost Mines of Pandelver from the basic starter set is a good example of how to put an adventure together. If your players are not familiar with it that could be a good place to start DMing.
Have fun, and remember everybody makes mistakes. Try not to let the mistakes spoil the game when they happen. Sometimes they will favor the monsters, sometimes they will for the players. Good luck.
Online play is always an option. Make a game idea and broadcast it out to the internet and see who wants to bite!! Also ontop of this you could introduce some of your friends to the hobby or even family and make a group that way. You could also just DM in a public space with people from the game shop.
Check out my YouTube channel where I give DMing advice!!! https://www.youtube.com/channel/UC3I2kTgXD2X9U1GVDCYwoYg?view_as=subscriber
I also am a professional DM contact me through Discord for more information KahlylRoberson#8891
1. i would not be allowed to 2. tried that 3. thats what im trying to do
I did NOT eat those hikers.
i have lots of player experience, but about 2 sessions of DM experience
I did NOT eat those hikers.
also, i'm not sure if i like AL that much, making my own adventures is fun
I did NOT eat those hikers.
From everything that has been said, what I can impart to you is just talking to the game store and have them send you players. There is no big secret to starting up a group to play. They may want to fill up the other groups to max before they want another group to start, but if they don't ask them to send people who are looking to play to you. If people aren't coming in looking for a group maybe join a group and talk to the DM about taking over after the campaign is done so they can have a chance to play. There are more people out there that want to be players vs. DMs so them wanting a break from DMing and be a player after their game is done should be high, but there are people who prefer DMing vs. playing. I hope this helps you figure out how to get started.
Remember this is a game and it's suppose to be fun for everybody. Let's all have fun and kill monsters.