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First time DM'ing/roleplaying, HELP

- Mon, 19 Jan 2015 14:55:03 EST DixnsZ2w No.27387
File: 1421697303296.jpg -(30446B / 29.73KB, 641x386) Thumbnail displayed, click image for full size. First time DM'ing/roleplaying, HELP
Okay, so my coworkers and I have been considering starting a roleplaying group. It'll probably be 4-6 people including myself. Maybe 2 of these people have prior roleplaying experience. I am not one of them. I have a basic understanding of the underlying systems and goals of a tabletop RPG, but no experience. And I seem to be the only one willing to step into the shoes of the DM. I don't mind this, necessarily, I know it'll be work but I think it could be a lot of fun too.

So we haven't chosen a game yet, I think at the moment we're looking for a more classic DnD style setting. ATM it's between DnD 3.5, DnD 5, and Pathfinder. As DM, I'd like to build my own world, but I'd also like to start off on a few pre-made quests to use the first few sessions to get my own feet wet and get an idea of my player's styles. I have a few ideas for what kind of world I want to build, I think I'd like to keep it generally lighthearted with some obscure references. For example, I think I'd like my characters to find a magical artifact, "the stone of Cecil" which, when used (once per day at most), will play an eery quote from Welcome to Nightvale that I'll select before each session. There will also definitely be a king who insists on being called "The King Formerly Known As The Prince". I'd also like to experiment with dipping into various genres for short story arcs later on, for example maybe a lovecraftian horror arc, so I'd like the rules to be flexible and able to support that kind of thing.

So, I'm looking for suggestions on which game to use, what books/accessories I should grab, and any tips for worldbuilding and DM'ing in general. Can you help me out, /TG/? I present you with a coupon for a free marijuana in return
George Mullyshit - Tue, 20 Jan 2015 08:15:20 EST waLTVQVY No.27391 Reply
Dungeon World is pretty simple, and doesn't have as much number crunching as other systems. It's designed for short campaigns, so it's ideal for beginners, and it has both an open SRD, as well as character sheets and basic rules available for free.
Molly Gimmlehood - Sat, 31 Jan 2015 12:43:41 EST XEcjsNTn No.27406 Reply
Basic Fantasy Role-Playing Game is a retro-dungeon-bash styled like old-school D&D. But less shit.
Best of all, it's fucken FREE.
Thomas Chunnernat - Tue, 10 Feb 2015 21:23:12 EST BkB4aW1Y No.27417 Reply
I'd go with 5e. 3.5 is fun, but it is really complicated compared to 5e. Making a character can be an all day event sometimes.

Pathfinder is "3.75". Always rubbed me the wrong way. Maybe it's just because every pathfinder player I meet is a jackass.

In the end, you just have to shop around and play different things until you guys find something you like.
Martha Parrykit - Fri, 12 Jun 2015 20:44:51 EST nsvjCWEi No.27601 Reply
I know this is a six month old thread, but this question gets asked a lot, and I'm tired of 40k and Magic threads dominating the first page.

You probably should just go with Fifth (Or Next, depending on who you ask). The first thing it's got going for it is that you can download a PDF and start playing for free. (Inb4 lol torrentz). The free version has rules on character creation, battle, and has a few, though not all, classes and races--enough to get a decent party of new players together. It even comes with a basic encounter for you to play. If you go to a game shop, you can buy the starter edition for $20 which contains a print version of that PDF, dice, and some pre generated characters so you can jump right into the action.

It has a lot of dice rolling and calculation like 3.5, but is lighter on the hardcore math, has good rules for a lot of things that were missing in 4e, and is generally an easier game to play than any other version, without sacrificing what made those versions fun. Yeah, it's missing some important features from earlier versions, but it makes up for that in other ways. At least, I think.

Plus, you can actually, you know, read the character sheets.
Cyril Seddlewell - Sun, 14 Jun 2015 17:53:49 EST FamFjXrQ No.27603 Reply
1434318829127.gif -(982832B / 959.80KB, 338x350) Thumbnail displayed, click image for full size.

I second everything in this post so hard OP. I got into tabletop gaming right around the time 3.5 was on it's last real legs as a franchise (Like, when you could walk into a Barnes & Noble and find books from that edition still available). It was fun, but 5e just seems way more "User friendly." Granted you still have to read the books all the way through at least once, but if you're really meant for this sort of thing you'll be excited enough about figuring out different builds and combos and such that you won't mind. If you have even one person in your group who has a decent amount of tabletop RPG experience he should be able to teach the rest.

And yeah, I have also met a lot of pathfinder guys who rolled an 80 in acrobatics and crammed themselves right up their own assholes.
Ebenezer Pesslestone - Wed, 08 Feb 2017 17:03:10 EST gbzGgvw1 No.28398 Reply
The stone of Cecil is a calcified growth removed by doctors from Cecil's bladder. It is, like most of these things, conscious and convinced that the person now inhabiting Cecil's body is an evil wizard. He doesn't have proof but... he's just sure of it.
Phineas Ceddledag - Thu, 02 Mar 2017 13:44:36 EST 7kxOobZI No.28443 Reply
1488480276815.jpg -(52286B / 51.06KB, 545x363) Thumbnail displayed, click image for full size.
DM here, check out Critical Role and High Rollers on Youtube, two groups of fun peoples playing DnD 5e and Matt Mercer of critical role is an awesome story teller and voice actor for Blizzard and stuff and they both have some videos on getting started with DMing andRPing in general. Mostly just keep in mind that the goal isnt to "win" the game, there isnt really a "win" you just play. so many insufferable min-maxing "my dude is the best" players that ruin all the fun DONT BE ONE OF THESE. The fun of roleplaying is found in your characters weaknesses not their strengths. also halflings are awesome, lotr hobbits are not the same thing as DnD halflings.
Frederick Sallynudge - Sun, 02 Apr 2017 09:27:07 EST TRkMskEm No.28460 Reply
play 5e and dont make your world so goofy and random. Make it straight faced and then when silly shit happens which it will itll be refreshing and funny
Polly Dammlesteck - Sun, 02 Apr 2017 18:29:47 EST 6QXslK5a No.28461 Reply
I've actually got a 5th edition campaign off the ground. I'm well out of practicing at the NPC/role playing stuff but the mechanical stuff is super easy to run if you read the DMG stuff on encounter building. I tend to avoid having repeats of the same fight. I also avoid "random encounter tables" I prepare a few encounters that are just there to throw at the players for a given session. Some related to the main plot, some just world building. Don't put stuff you don't actually want the players to encounter. Sure there's hill giants near the starting village, okay but the players don't cross their paths until they are strong enough to not get 1 shot. Or if you want to throw extremely lethal encounters don't trust players to know they can't win. That's relying on metagaming based on knowledge they may not have. Just tell them outright "this thing will destroy you and your characters know it". And make sure the challenge is avoiding it.

As I said I feel my role playing shit is a bit shaky (not awful though because they've not turned into murder hobos but actually solve problems with diplomacy and guile pretty often) but I've had my party on the edge of their seats in quite a few fights. Except the one where they scouted the area, pre planned and essentially using fire and surprise, hearded 12 sleeping bandits into a blender made of cloud of daggers and spike growth spells. I will say that the first few levels are very dangerous for characters so play it safe at first.

I tend to override treasure tables and pick very slowly but your mileage will vary. Remember magic items in 5th edition are precious. No obligatory. My characters will start getting +1 shit around level 5. +3 with another effect is a legendary item because everything is more compressed now. I might give them all a top tier class defining iconic weapon later on but I intend to make it part of a quest which ties into their own back or side stories.

If you've got preconceptions it's important to remember that critical 20s and 1s only apply to combat and there's no critical miss (I personally like 20 always makes a saving throw and 1 always fails but for skill checks I'd advise 20 just being 20 and 1 just being 1). This has the following "awful" effects. Don't make people do checks for stuff unless there's a consequence for failure, or if failure or success are possible. And yeah, I'd say play it straight, the comedy will take care of itself. Or if you do comedy, do it very subtly.
>I'm a fat old wizard and I want to jump to the moon and can do 1 in 20 times without magic
>I'm a master acrobat and want to walk on a 4 inch wide balance beam indoors with no distractions, wind or items weighing me down but will fall off about once per 2 minutes.

The lack of critical miss means the following isn't applicable
>wizard can barely use a sword, will drop his sword on his foot once per 2 minutes
>level 20 fighter, pinnacle of martial prowess, stabs own eye every 30 seconds due to higher attack rate.

If you insist on critical misses make it only applicable on a 1 if all other attacks also miss, or some shit that makes it less likely for martial characters with multiple attacks to crit miss. This is to avoid turning weapon master fighters into jokes.

The way the game is balanced (something called bounded accuracy. In 3.5 or 4th you end up needing to beat 35 or 40 to hit stuff by high levels, in 5th edition instead of rolling a D20 and adding 30 to the roll to beat 40, by level 20 you might add 12 and be trying to beat 22) also means weaker monsters are more dangerous so mixed power enemy groups works a lot better. Having an orc warboss be hugely more powerful than his minions doesn't mean a party who can handle him find having 6 of his dudes with him essentially akin to fighting a lion and it's fleas any more.

I'm presently working on a few mini dungeons to run into during other adventures. I've just written a little 2 room challenge with relative gravity, wild surges and gibbering mouthers and the reward will be a wand which initially be just an arcane focus (though lots of clues to indicate what's up) but when the sorc gets a wild surge while using it, it will become a +1 war wand that turns 1 to hit into a wild surge. I might give her the chance to upgrade it later though at great cost and after finding a few rare items (ie questing more)

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