First time DMing

I've got traps, treasure and monsters. Am I missing anything for a good dungeon crawl?

Also, tips for being a good DM in General?

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amazon.com/Sunless-Citadel-Dungeons-Dragons-Adventure/dp/0786916400
amazon.com/Tales-Yawning-Portal-Dungeons-Dragons/dp/0786966092
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If you're playing DnD, don't forget anti-magic measures (or banning wizards) is required, otherwise the wizard WILL shit all over your campaign with their vastly overpowered arsenal of cheat-cod, err, "spells".

Don't forget to throw in a few good tussles.

3.5 d&d, yes. That's a good point. My players are about inexperienced at playing as I am at DMing, so hopefully they won't realize how fun it is to be a Wizard in 3.5 too quickly...

I like having a list of names and simple physical features (broken nose, walks with a limp, etc.) If your players ask about some unimportant NPC pick a name and a trait at random and suddenly you have something that's good enough to work with.

Quit projecting your failings as a GM onto the rest of us you impotent little bitch

:^)

Go back to

>stop projecting
>no you!!!
Wow you're a fucking genius, no wonder you can't handle running a children's game

You mad bro? :^)

You are literally the one who started shitposting completely unprovoked. Nobody ahd even mentioned projecting before you, so yeah, you're projecting. Please go find another thread to shit up. The advice was legitimate.

>you insulted me for being a pathetic little retard who gives revealingly shitty advice, somehow that reflects badly on you!!!!
What a fucking retarded loser

Not even the one who originally posted the advice. but I'll bite the obvious bait. Please explain to me how it's bad advice to run a game that accounts for the players having magic powers.

Don't dodge the question or try to deflect, please give an actual answer.

>moving the goalposts
Yep, you've got nothing

Actually, those were the original goalposts. Had you not been PROJECTING or going NO YOU the entire time, you'd know this.

Now please, answer the question. The original question. The original goalposts.

How is it bad advice to tell a DM to stay mindful of the existence of magic in a game where magic is a tool the players can use?

Please, answer with something and not NOTHING :^)

a system that's not 3.5

Ok, what's the deal with this 3.5e posting? Why so many threads about it?

Anyway, to answer your questions, read the fucking dmg first.

So I've never DM'ed before, but it seems in my current group I seem to know the most rules wise and the other players seem to think that warrants me making a good DM. Now the prospect of DM'ing actually kinda scares me and seems so imposing, but I figured I might give it a shot in case the current DM is interested in playing or maybe they can't DM cause their busy and none of the other players seem interested in DM'ing.

What would you recommend for someone who has never DM'ed before?

Just focus on something small and self-contained, a nice series of low-level adventures around a single town or city or region. Don't get caught up in huge amounts of worldbuilding or big "save the world" epic plots. Huge world-builders make the worst DMs. Dungeon Meshi did it right, and since you posted a shot from that manga, I assume you're familiar with it's plot structure.

Also, despite the shitstorm that erupted from it, be sure to plan for your players having magic. I'd honestly recommend only allowing one wizard/sorcerer/druid per party, if not banning wizard entirely.

Tricks.

This.

Start with a one-shot. Start in a dungeon.

Then after they return from there and if they still wanna keep those characters, introduce them to the town and drop a few ready-made dungeons around it. Let them go where they please but give them three suggestions. One choice is no choice, infinite choice is paralyzing, three is just right.

>Magic has been long established as horribly unbalanced in DnD, despite numerous attempts by designers to fix it
True
>You can mitigate some of the worst aspects by house gimping magic users or devoting a significant chunk of your campaign design to circumventing shitty core rules design.
true
>You are a shitty GM if you struggle to do this / don't want to / have a thatguy who plays everything RAW in your group
false
>user I am replying to is too autistic to actually grasp any of this and will just call me names
also true

>What would you recommend for someone who has never DM'ed before?

3E Sunless Citadel
amazon.com/Sunless-Citadel-Dungeons-Dragons-Adventure/dp/0786916400
This is one of the All Time Great adventures, and it's in a starter set for 3E.

You can also get it for 5E which I personally consider a better edition
amazon.com/Tales-Yawning-Portal-Dungeons-Dragons/dp/0786966092
But I don't know if the 5E adaption of the game is any good.

I'm beginning to think you're the same shitty little troll that posts bait threads about DnD and then gives obnoxious one line replies to any attempts to actually discuss it.

Okay, let's get some actual advice in here.

First, yes, take magic into account when planning obstacles for your players to overcome.
No hedgemages if they have Flight, careful murder mysteries if they have Speak With Dead or some such.
But if you use the simple suggested limitations, magic isn't necessarily a gamebreaker, even in D&D3.5.

2nd, pacing.
When the action and conversation slow down, pay attention to whether your players are becoming bored or disinterested.
Puzzles are a big offender here, but I noticed that you didn't mention them. Good, they are hard to get right.
Traps are another one.
I don't play with hidden traps because it can turn every step into an automated search, roll, results, and move crawl. But I tell the players before they put points into Detect Trap.
Puzzle traps can solved in many ways, remember that.

3rd, NPCs.
Have some non-combat characters around as sources of info, potential allies, potential enemies, victims in need of help, quest givers, etc.
Just don't get attached to your expectations regarding them. Players like the npcs they like.

4th Like user said, go simple.
Basic plots, simple scope.
No chosen one, save the world, Heroes of Destiny crap.
Stealing ideas is fine too, just tweak them and add a hat or something.

Sunless citadel is pretty fun, it’s linear as fuck although does a decent job of disguising it. Make sure you run something nonlinear after it though to let the players use a bit more strategy.

And *I* am beginning to think y'all should stop feeding the troll and start giving OP good advice.

@OP
>Am I missing anything for a good dungeon crawl?
A dungeon? You might also be missing a location - what's near the dungeon, can the players retreat and re-supply if things go sour, can the players sell their loot etc.?

>Good tips in general
Always remember why you're there - to have fun with friends, presumably - and let that guide your behavior. That isn't necessarily easy, you have to balance short-term fun long term fun so you avoid making decisions that are great now but ruin the game later, but if in doubt, go with the thing that is fun now. Things that go bad in the long term can be done differently in your next campaign.

Stop being such a liar, no one DM's any more. We all just shitpost about games we wish we could play and jerk off over elf porn.

Stop being such a shitposting troll, or at least take it to /b/ or /trash/ where it belongs.

oh NO!

I DM'ed my first game after maybe 3 months of actual experience with tabletops in general, so really the only obstacle here is your own personal inhibitions. Yes it's scary to put yourself in charge as a first-timer, but that's never not going to be true until you break the ice.

Honestly, beyond the tried and true suggestions people will mete out, the best way to learn is to go ahead and do it so you can understand firsthand what it's like and then you can build upon your shortcomings and strengths.

So whip up a SHORT one shot (1-2 sessions), and then rope your friends into playing along, asking for actual concrete advice at the end of each session, so if you play for more than 1 night you can use each session's experience to improve the next.

Tips for being a better DM? You should start lifting. Every good DM should be able to squat 2x his body weight and do at least 10 chin-ups.

>Can't squat much because of old injuries

I guess I'll never get this campaign off the ground...

Some people like like it. I guess the shitposters are running out of steam like they used to shit on 4e constantly and now Veeky Forums can have decent talks about the system.

No, this guy is the one that started shitposting, you dishonest little shit.

Are your traps gay?

There is a small but noisy minority of Veeky Forums shitposter that were unable to make it work, so assume is unworkable.
The most remarkable is a retard that could or could have not played an awful fighter in a party that assumed the druid's pet has like 18 int and wis.
Not even sure because I remember him posting that the druid shapes from level 1 while is level 5 in 3.5. And uses as examples absurd shit like the fleshraker, as always assuming that the DM would be "a meanie" to do not let the druid get one.

Another minus habens is an idiot that considered colour spray OP. A couple of posts after was evident for everybody that the guy has no idea about positioning.

I'm a fairly inexperienced DM but i got shoehorned into it since i actually read the books. few pieces of wisdom i learned

1. don't be afraid to ask your players what you did well/poorly. all them about favorite scenes or boring ones and change your plans accordingly. YOU might think the RP parts are essential but your players might find it boring. don't get upset about it, adjust.
2. some players will destroy your plans, either intentionally or not. no amount of planning will stop you from having to improvise. describing small details that hint at more is the best way to make your improvised scenes feel well built.
3. if an npc is going to have significant interaction with the party, never assume how your players will receive them. that friendly healer that wants to help the party after they demonstrate their heroism? party might end up incredibly suspicious of him. describe a man in black and red armor adorned with spikes? they might try to be friends.
4. this may be more 5e oriented, but a good fight isn't necessarily a long one. combat that goes on too long is tortuous. a memorable combat encounter is unique, not a slog.
5. know each characters faults, abilities and interests and take that into account when building challenges. if that bard ways to speak with dead on tge recently murdered person, have that person's body be at the bottom of a cove so that swimming rogue has to retrieve it first.

>Ok, what's the deal with this 3.5e posting? Why so many threads about it?
There are obsessive idiots on either side that are tremendously easy to troll.
Anyone who disagrees with the statement "Dungeons & Dragons 3.5 is just a popular rpg that is deeply flawed." is likely part of the problem and safely ignored.
The haters can't tolerate the words "just" or "popular" and fans who can't admit that it's deeply flawed are just as irrational.

You have to include hot chicks fucking, possibly in the dungeon. And a hot adventuress who wears only boots, gloves, and a belt to hold her sheathe and sword.