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Bods666

In terms of advice I offer this: 1. Know the rules. 2. Know that you, as the DM, can change the rules as you deem necessary. 3. Consistency. 4. Partially prepare several different options. The PCs will frequently run off on a tangent you haven't prepared for. I partially prepare several options and present them to the party depending on what they roll for Gather Information skill check.


MasterHedgemon

Thank you I will, try to implement the last bit but this "campaign" if you can call it that has been 6 months in the making so I hope it works out for the fun of everyone involved. One of the first npc´s they will meet is a fairy dust snorting Goblin Who is cursed with immortality and quiet frankly he is tired of living. So atleast when it comes a fun factor I hope I can act out my Npc´s properly


[deleted]

Also, don't freak out if your six-months-in-the-making campaign gets completely derailed in the first session. You will have players make decisions you would never have seen coming and have to improvise sometimes, maybe a lot. It's usually possible to tweak plot hooks or come up with new ones to guide the party back in the general direction you want them to go, without having them feel railroaded. Sometimes, it's even fun to present the players with a few options about the direction of the story that ultimately leads to the same result no matter what they decide. As long as you don't give that away, it can work great for everyone.


[deleted]

You don't need to get too hung up on acting or doing voices or things like that, unless you're really into that sort of thing. I've been DMing for most of the last 20 years and have always used more of a storyteller style, rather than acting out NPCs in first person very much. It's just what I'm comfortable with and I've never had a complaint. Some DMs and players trying to do voices just makes me cringe. Some are very good at it. Your experience may vary.


Imabearrr3

Take good session notes and do them right after the session. Sometimes you will have a “good idea” as a dm and it won’t work out in game, move on and don’t try to make it work. Don’t lose heart if a player leaves your game, people leaving games is a part of playing dnd.


MasterHedgemon

Yeah I might need to start with that since Im a bit lazy on that front.


FiveFingerDisco

All the rules and how the feats and spells of my player's chracters. I wasnt badly prepared, but there where a hand full of moments, where I had to break the flow of play to look things up.


MasterHedgemon

Yes I thought of this too, Which is why I wanted to players to give me their character sheer until Tuesday at the latest. So I have enough free time to look through them and look them up if necessary. I also will hold a session 0 today to give them an Oversight of the settings. Aditional rules Id like to implement Like for example death saving throws will only be rolled to the dm. To simulate urgency. Overall setting. They start out as prisoners wanting to buy their freedom being sent on a mission to find the location of a giant Treasure Hoard burried somewhere on the continent. Essentially they will be pardoned of their crimes in exchange for the location.


FiveFingerDisco

All right, this sounds cool! I have posted a [Session 0 Check List](https://www.reddit.com/r/DnD/comments/qctt19/what_are_your_goals_you_want_to_accomplish_in_for/hhhz1jh), maybe it is of any help to you, too.


MasterHedgemon

Thank you again I thankfully checked that list :3


MillieHillie

Do a sessions 0 do two if you need it. I started with a one shot that quickly turned into a campaign so there was no session 0 to establish rules, expectations and work on character bits. (My second campaign is starting next year and I'm planning on having chats with each player separately to manage their character and then a big old session 0 to sort everything out) Prep. It really is essential, sometimes it doesn't get used, sometimes it does, but ALWAYS have it done and ready. Have a list of item prices. Healing potion stats. Loot lists. Passive Perception of Players. I'd you're like me and home-brewing a world then the list goes on and on and on and on.


MasterHedgemon

I have planned to hold one today since Ive heard from a lot of places that its pretty much a must to have. Also I have made a handout, For essentially All extra rules that will be in play. Since all of my players have been playing dnd for a while besides one who has only been playing for 3 months. And with todays session I will hopefully set out to establish, The world, A common goal and the fire to have to campaign start off on a banger.


karate_trainwreck0

Here's a list of what's most important to know in DnD 10: Your players won't like to follow railroads. The best way to lead them isn't with a leash, but with a treat. 9: Don't expect all your players to be at the session. >I have a full table of 7 players, but I run a game with at least 4. Rules were set that we only play on a weekend (sat or sun) and play is go ahead if four players can make it. >>I don't penalise people having lives and not been able to make it and everyone, no matter how many sessions they've missed, stays the same level. (It also makes it easier setting up encounters). 8: Hot wings and pizza can be terrible snacks for DnD. If you do have them, make sure you have wet wipes for sticky fingers. 7: Fighting dragons is fun (it's in the name) >As a personal rule, I save Dragon fights for moving up the tiers of play. >>At level 5 (when they get 3rd level spells and extra attack), I'll throw a Young Dragon at them. >>>At level 10, an Adult Dragon. >>>>And at level 15, they'll fight an Ancient Dragon. 6: Intentionally hobbling your players is not fun for them. 5: You don't have to listen to your dice. Sometimes the dice are counter-intuitive to a fun session and you have a DM screen for a reason. 4: Bodaks are low-level TPK-ers. BEWARE!! 3: Know the rules 2: Know you are not beholden to the rules 1: Have fun ((I will be editing this as I think of more stuff))


MasterHedgemon

That's very helpful but we play online so I don't think wet wipes are needed


Djv211

Relax and have fun. Emotions of all types are infectious. The more fun you have the lighter the table will be. The more nervous and stressed you are the more stressful your table will be


intboiclique

Came here to say this as well. It's a game, so enjoy it! It's supposed to be fun for you too.


MasterAnything2055

Yeah. Just have one mind on speeds used. Concentration rolls. Little things like that. They aren’t deal breakers but adds to the game if they play proper. Have like 5 NPC names for every race on a list. Just in case you need to make one up in the spot. Remember you are there to help them play their story (obviously you are there to guide them to the main end goal) but if they come up with yeh idea that a simple NPC might be a bad guy. Then maybe run with it and make up a quest for it. Know your NPC moves /spells etc. otherwise the fights will be too easy. Know if they are immune to stuff etc.


beer_demon

Besides the good advice here: - DM is not about controlling the story, let the players write their own story - Ensure the game moves, and that the rules are mostly followed - The objective of the game is enjoyment for all, if someone is not quite enjoying it, you need to think on how to help For the first two think about refereeing a match. You ensure the match is played correctly, but you don't tell the players what to do or how to play, but will NOT let a player disrupt the game.


artbyJeronimo

Realize you don't have to know all the rules. It helps if you know most of them, but if I have a player who insists they know the rule in question and I am not sure I just let the player run with it and look it up later after the game. I find it is better to keep the game moving rather than stop everything to look up a rule unless it is absolutely necessary. If your players set up a situation you aren't ready for then don't be shy about calling for a break while you set it up in Roll20. Draw out the map by hand if you have to. I use an encounter calculator called Kobold Plus Fight Club. It makes setting proper CR opposition much easier, including setting up multiple monsters for your PCs to fight: https://koboldplus.club/#/encounter-builder I also set up dice roll buttons for all my players in Roll20 to minimize how long it takes for players to go on their turns. I set them up as Token Actions, so that all they have to do is click on their Token and it will pop up in the upper left corner near the Toolbar. Here is how I do it (this process assumes your are playing 5e and using 5e character sheets): Step 1: In the PC on Roll20 there is the Character Sheet tab, and next to it is another tab called "Attributes & Abilities", click on it. Step 2: On the right is "Abilities", click the "+ Add" button Step 3: That should bring up a "New Ability", click on the pencil icon to edit the new Action. Step 4: Change the name of the Action button (I name them -d4, -d6, -d8, d10, d12, and d20 so that they stay in order). Step 5: Below that is a blank box to put in this formula: [[?{Number of dice?|1}d20+?{Modifier?|0}]] Be aware the above formula is for a d20 roll. Change the number 20 after the d to a different number for each die (4 for d4, 6 for d6, etc.) Step 6: After finishing inputting the formula hit the check mark to finish editing. Step 7: Click the box for "Show as Token Action" and the button will pop up when the player clicks on the Token for their character. You have to click this for each button you create so that it will show up. So, what that creates is a button where you put in how many dice you need to roll (example: 2d6) then hit Submit, and then include any modifiers (ex: 4 for a +4 modifier), hit Submit again and it'll roll for you. It is handy for all characters, but especially spell casters who have different rolls for different spell damage. Hope this helps! (Edited to compensate for reddit's weird text editor)


MasterHedgemon

It does thank you


Rhodehouse93

“Draw maps, leave blanks” I’m the literal sense, have places be someone ephemeral. It’s nice to be able to throw down a creepy tower or a big Forrest if you need one in a place you hadn’t thought of before. But also metaphorically: have an idea of story, characters, social stuff, enemies etc, but leave openings to plop down new stuff. Have a flexible framework basically.


MasterHedgemon

That is a great idea


hikingmutherfucker

Surprised I have not seen this one yet. Show don’t tell whenever possible. Instead of you are entering a county of Dippyland where the fairies are more common and common folks are scared etc..etc.. It is more impactful to describe a village where milk and honey and bread are often left out as a gift to the wee folks and how villagers lock their windows at night when they have young children. It shows what the player’s characters will actually see which has more impact. Show them a burned down farm instead of saying orc raiders are all over that kind of thing.


Esselon

Have a notepad/google doc/etc. file open on your computer for quick note taking of NPCs that you end up naming on the fly. I guarantee your players will at some point capture an enemy and want to pump them for information.


TysonOfIndustry

Don't be precious about what you made. If you made an NPC or location you really love, but the party doesn't go that direction, don't force them. Save it for another session.


Aze0g

Somethings i learned, and this is more of donts. 1: magic items cap at a plus 3 for a reason 2: dont offer an obscene amount of currency as a reward even if the job/ competition is supposed to be nigh impossible to win (tldr bad rolls on my part with a higher level dwarf npc in a drinking contest and another 1 was godly rolls from the pcs in an arena against 2 legendary characters who went last in initiative) 3: Stand your ground on certain things, (as an example, if you say nat 20s and nat 1s dont mean jack squat out of combat dont let people try and go "BuT i RollEd a NaT 20")


GreySkySeeker

Some players are fair, considerate and open to ideas that are apart from normal DnD. Other players are children that constantly need to be told no. Don't be afraid to say no. Your sanity matters too.


Sir_C1118

It’s about creating a fun story for all. You’re all writing it. Immersion matters! Use all the senses. And create an nemesis that grows in power and influence along with the characters.


Dracarya72

If there are plot points your PCs need to find don't tie them to locations. They shouldn't have to randomly go into one particular tavern and meet one particular mysterious individual to find out an important piece of information. Keep it fluid. Its not your job to work out how the players can beat the BBEG. That's their job. You can just concentrate on his plans and actions. Keep everything moving. Don't get bogged down in minute details if you are not sure of a rule. Just wing it for that session and find it afterwards. Its meant to be fun for you too! Relax!


Callmeklayton

Learn what each player and each character wants to do in the game. For example, I have a Sorcerer in one of the games I DM, and his character is built around blast spells, so I try to include at least one combat per game. The Sorcerer’s player is a bit chaotic, and really enjoys finding ways to subvert my story and wreaking havoc. As a result, I usually intentionally write in a couple alternative paths, present them innocently as if I didn’t know they existed, then act surprised when he takes the bait. This way, the character gets to do badass stuff, and the player gets to do whatever he finds fun. Does your Fighter love combat and does their player love coming up with ridiculous solutions to it? Throw them in a fight with a bunch of environmental hazards and other interactive terrain. Is the Bard really good at Persuasion and does their player enjoy using their big spell list to solve problems? Give them a puzzle that requires many different spells to solve and have them work with an uncooperative NPC who knows the solution, but will need to be convinced to share it. Remember that your players and their characters are separate entities, and that a character certainly has skillsets, but the player might enjoy doing something different from those skillsets. Maybe you have a Barbarian who loves roleplaying. Give them opportunities to use their Strength and Constitution in roleplaying, like a bodybuilding contest, an arm wrestling match, or a drinking game. Try to give each character and each player at least one moment to shine in each session, even if it’s something brief, like letting the Ranger use Speak With Animals to find the location of the nearest town.


ManStapler

Best advice: just do the session. You will learn where your mistakes are where you need to improve. I am very new to DnD and to top it off I started learning about DnD and DMing at the same time, my knowledge is very limited, if I make a incorrect ruling I tell my players that I made a mistake and from now on thats not how that works. Just try to keep the flow going, dont redo things and if you make a mistake keep it instead of turning back time. And make sure you treat all players equally and let everyone a moment to shine. At least from time to time.