Hello! I am a 14 year old boy and my first D&D campaign is about to start soon. I have been in many D&D campaigns, sessions, and battles, I have read the rules, spells, and DMs guide many times (all I do is D&D) and I am pretty good at improvising, but still I need help!
There is 6 questions that I have:
1: Does anyone know how to make the D&D world immersive, and fun, so the player feel like they can actually do whatever they want, but they want to go on this quest.
2: Does anyone have helpful tips on how to avoid railroading campaigns, because I know that lots of times the DM does not know that he is railroading it, but the players do, and it makes them hate the campaign.
3: Does anyone know how to get the one person in the party, who keeps getting off topic and leading others into his off-topic rant, to just shut up and pay attention.
4: Does anyone have good tips on how to make a world dark, but happy at the same time, because in my campaign, the players must collect the correct artifacts that are the only things that can stop an evil wizard. So the evil wizard is subjecting the land, so they need to stop him, but I also don't want the mood to be really gloomy and sad, because I am scared it could drive player away.
5: Anyone know how to make the player actually want to role play, and not force the.
6: How do I judge how OP items are, because I will have lots of home brew items, but I need a way to judge if they are too OP for the players level.
If you answer any of these, than thank you so much! I appreciate it with all my being. Your the best!
Hello! I am a 14 year old boy and my first D&D campaign is about to start soon. I have been in many D&D campaigns, sessions, and battles, I have read the rules, spells, and DMs guide many times (all I do is D&D) and I am pretty good at improvising, but still I need help!
There is 6 questions that I have:
1: Does anyone know how to make the D&D world immersive, and fun, so the player feel like they can actually do whatever they want, but they want to go on this quest.
2: Does anyone have helpful tips on how to avoid railroading campaigns, because I know that lots of times the DM does not know that he is railroading it, but the players do, and it makes them hate the campaign.
3: Does anyone know how to get the one person in the party, who keeps getting off topic and leading others into his off-topic rant, to just shut up and pay attention.
4: Does anyone have good tips on how to make a world dark, but happy at the same time, because in my campaign, the players must collect the correct artifacts that are the only things that can stop an evil wizard. So the evil wizard is subjecting the land, so they need to stop him, but I also don't want the mood to be really gloomy and sad, because I am scared it could drive player away.
5: Anyone know how to make the player actually want to role play, and not force the.
6: How do I judge how OP items are, because I will have lots of home brew items, but I need a way to judge if they are too OP for the players level.
If you answer any of these, than thank you so much! I appreciate it with all my being. Your the best!
1 and 2 can be answered at the same time: Try to make sure the players' actions have an impact on the world. If the Wizard gets caught stealing a magic staff, have the shopkeeper react accordingly; perhaps they start storing the magic items in the back room, or maybe they place an Alarm spell on it and warn the other merchants about the party.
3: Talk to them. They might not realise they're being a nuisance.
4: Talk to the players about the setting's tone. Some people will be fine with a darker world, but many others might prefer a lighter tone. Host a Session 0.
5: Some players just don't want to roleplay, and that's fine. Ask the player what their character is doing, or try having NPCs talk to them. If they don't enjoy roleplaying, try interacting with the other players instead. Some people don't like being front-and-centre, and would rather hang back when NPCs are talking to the party.
6: Avoid using homebrew items and spells if you're a new DM. When you do use them, compare their power against other magic items and spells in the game. There's also a Homebrew page on the forums, where most people will be happy to give feedback on homebrew creations.
My last piece of advice: have fun. The DM is a player too. Make sure you are enjoying your time running D&D, without compromising the fun of the players. Most issues can be sorted by talking to players in between sessions.
Try to go into it as a learning experience. You won't be perfect right from the get go, just do your best, realize that you'll mess up, and learn from your mistakes. In another 30 years of play you'll be a great DM!
Hello! I am a 14 year old boy and my first D&D campaign is about to start soon. I have been in many D&D campaigns, sessions, and battles, I have read the rules, spells, and DMs guide many times (all I do is D&D) and I am pretty good at improvising, but still I need help!
There is 6 questions that I have:
1: Does anyone know how to make the D&D world immersive, and fun, so the player feel like they can actually do whatever they want, but they want to go on this quest.
2: Does anyone have helpful tips on how to avoid railroading campaigns, because I know that lots of times the DM does not know that he is railroading it, but the players do, and it makes them hate the campaign.
3: Does anyone know how to get the one person in the party, who keeps getting off topic and leading others into his off-topic rant, to just shut up and pay attention.
4: Does anyone have good tips on how to make a world dark, but happy at the same time, because in my campaign, the players must collect the correct artifacts that are the only things that can stop an evil wizard. So the evil wizard is subjecting the land, so they need to stop him, but I also don't want the mood to be really gloomy and sad, because I am scared it could drive player away.
5: Anyone know how to make the player actually want to role play, and not force the.
6: How do I judge how OP items are, because I will have lots of home brew items, but I need a way to judge if they are too OP for the players level.
If you answer any of these, than thank you so much! I appreciate it with all my being. Your the best!
1 and 2 Work with your players to write the character into the world, find out if they have siblings, rivals, something in their past they are running from. these little things can turn into adventures all of their own. if events are sometimes tailored to them they are more willing to take an odd job here and there. Have the NPC Offer them an absurd amount of gold to entice them then have the NPC double cross them getting the item or service they want at the expense of the party either leaving them for dead (Think Alladin and the Cave of wonders) or paying them in fake coin leading them into problems with the law ...
3. Good luck with that i have 40 years as a player and 37 as a dm and there is always one player. you get used to it after a while and eventually if you game with the same group long enough you yourself will be guilty of it as we. It is the nature of the beast.
4.This can and should be handled while building the characters back story What did this wizards forces do for the player to take up arms against them.
5. You cannot force a player to role play mostly because people in your particular age range are afraid to appear stupid around their peers. As you will age it becomes less important and your group will loosen up. i tend to offer exp reward for good roleplaying
6. This is perhaps the hardest of all the questions you have asked. A +1 Weapon, armor, Ammo is not likely to break the game an item like the robe of the Archmage or the Staff of the Magi just might. make a test character give the test character the item and mock up an easy, medium, hard and deadly encounter using the item. if the item turns a hard or deadly encounter into a medium encounter it is Overpowered.
The best advice i can give you is to relax and enjoy your time with your friends.
1: Does anyone know how to make the D&D world immersive, and fun, so the player feel like they can actually do whatever they want, but they want to go on this quest.
Yes, but only because I've had the experience of running games that fell flat because I had maps but no narrative connecting them. You might have to learn a few things from experience--which is the beauty of actually playing. The secret is that players want their choices to be consequential, which means you are in the business of inventing consequences. I'd suggest trying to disambiguate two meanings of the word consequence: one is, the results of actions, as in the laws of Newtonian mechanics; the other is, punishments for bad actions, as in fines, arrest, and jail time. Endeavor to include the former and avoid the latter. Specifically, avoid the latter by taking a moment every few sessions to speak out of character about the kind of story everyone wants. When we say that DMs are facilitators, we mean that on every level of the game they are engaged in trying to read the audience. I recently lost a player when I failed to do so; may you avoid the same fate.
2: Does anyone have helpful tips on how to avoid railroading campaigns, because I know that lots of times the DM does not know that he is railroading it, but the players do, and it makes them hate the campaign.
Yes, but they're unlikely to connect until after you've run a few sessions. Probably your first will be more about nerves than anything, and that's fine. Railroading is a problem that happens when preparation doesn't meet with opportunity. It means that you're investing in something other than what the players are investing in--which isn't entirely wrong. Think about stories you've enjoyed. Probably some of them have twists, and part of the enjoyment was how the twist subverted your expectations. That's part of the conversation that is a D&D game. I started playing without having the word "railroading" as part of my lexicon. I learned about railroading through many and varied examples of "you can lead a horse to water, but you can't make him drink." But I also learned about railroading in a conversation where a friend pointed out that a player whose character isn't motivated to participate isn't playing the game. Like so many things, the game is a dialectic. Sometimes it's the player's expectations that get subverted, and sometimes it's your expectations that get subverted.
3: Does anyone know how to get the one person in the party, who keeps getting off topic and leading others into his off-topic rant, to just shut up and pay attention.
See above re: if your character isn't motivated to participate in the story you're not playing the game... Friendship as constructed by our popular culture can mean a lot of different things, but in this game it comes to mean something close to an artistic collaboration. Dialogue will help.
4: Does anyone have good tips on how to make a world dark, but happy at the same time, because in my campaign, the players must collect the correct artifacts that are the only things that can stop an evil wizard. So the evil wizard is subjecting the land, so they need to stop him, but I also don't want the mood to be really gloomy and sad, because I am scared it could drive player away.
Read Tolkien. Don't watch Tolkien; read Tolkien. Notice how the fear and terror provoked by Frodo's first encounter with the Nazgul is balanced by his meeting with the elves, by unexpected help from Strider, by rest and healing of harms in Rivendell. You're balancing the emotional content of scenes to make sure the characters know that your world has despots and those who oppose despotism. I'm struggling to get this balance right myself. The good news is that it can benefit from the mechanics of the game--anyone who restores hit points or ensures that the characters don't have to watch during the night is a friend. Likewise anyone who offers the gift of a magical item, casts a spell for the party, or allies with the party during combat is a friend.
5: Anyone know how to make the player actually want to role play, and not force them.
That's a lot more about the out of character talk that makes the game feel like a safe place to experiment. You can lead by doing voices or the like. It might take patience.
6: How do I judge how OP items are, because I will have lots of home brew items, but I need a way to judge if they are too OP for the players level.
The question isn't an especially good one since the answer is fairly obvious... If an item recreates an 18th level class ability, it's too powerful for a level 5 character. The question can be better formulated as "what does balance mean in my game?" It's better formulated that way because that's part of the dialogue to have with the players. Sometimes players want to feel powerful, and letting them curbstomp some goblins wouldn't be a bad thing. Sometimes players want to feel challenged, and giving them an out of depth encounter could be a good way to test their ability to be inventive. Remember that you have a voice, and if something feels like it takes away your ability to challenge the party, you are empowered to take steps. Rust monsters exist for a reason...
Just a heads-up: it's generally a better idea to quote someone, instead of replying to it. D&D Beyond sucks ass so when you reply, it doesn't specify who you're replying to.
Just a heads-up: it's generally a better idea to quote someone, instead of replying to it. D&D Beyond sucks ass so when you reply, it doesn't specify who you're replying to.
oh! Thanks so much! yeah D&D beyond needs a better system.
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Hello! I am a 14 year old boy and my first D&D campaign is about to start soon. I have been in many D&D campaigns, sessions, and battles, I have read the rules, spells, and DMs guide many times (all I do is D&D) and I am pretty good at improvising, but still I need help!
There is 6 questions that I have:
1: Does anyone know how to make the D&D world immersive, and fun, so the player feel like they can actually do whatever they want, but they want to go on this quest.
2: Does anyone have helpful tips on how to avoid railroading campaigns, because I know that lots of times the DM does not know that he is railroading it, but the players do, and it makes them hate the campaign.
3: Does anyone know how to get the one person in the party, who keeps getting off topic and leading others into his off-topic rant, to just shut up and pay attention.
4: Does anyone have good tips on how to make a world dark, but happy at the same time, because in my campaign, the players must collect the correct artifacts that are the only things that can stop an evil wizard. So the evil wizard is subjecting the land, so they need to stop him, but I also don't want the mood to be really gloomy and sad, because I am scared it could drive player away.
5: Anyone know how to make the player actually want to role play, and not force the.
6: How do I judge how OP items are, because I will have lots of home brew items, but I need a way to judge if they are too OP for the players level.
If you answer any of these, than thank you so much! I appreciate it with all my being. Your the best!
1 and 2 can be answered at the same time: Try to make sure the players' actions have an impact on the world. If the Wizard gets caught stealing a magic staff, have the shopkeeper react accordingly; perhaps they start storing the magic items in the back room, or maybe they place an Alarm spell on it and warn the other merchants about the party.
3: Talk to them. They might not realise they're being a nuisance.
4: Talk to the players about the setting's tone. Some people will be fine with a darker world, but many others might prefer a lighter tone. Host a Session 0.
5: Some players just don't want to roleplay, and that's fine. Ask the player what their character is doing, or try having NPCs talk to them. If they don't enjoy roleplaying, try interacting with the other players instead. Some people don't like being front-and-centre, and would rather hang back when NPCs are talking to the party.
6: Avoid using homebrew items and spells if you're a new DM. When you do use them, compare their power against other magic items and spells in the game. There's also a Homebrew page on the forums, where most people will be happy to give feedback on homebrew creations.
My last piece of advice: have fun. The DM is a player too. Make sure you are enjoying your time running D&D, without compromising the fun of the players. Most issues can be sorted by talking to players in between sessions.
[REDACTED]
Try to go into it as a learning experience. You won't be perfect right from the get go, just do your best, realize that you'll mess up, and learn from your mistakes. In another 30 years of play you'll be a great DM!
1 and 2 Work with your players to write the character into the world, find out if they have siblings, rivals, something in their past they are running from. these little things can turn into adventures all of their own. if events are sometimes tailored to them they are more willing to take an odd job here and there. Have the NPC Offer them an absurd amount of gold to entice them then have the NPC double cross them getting the item or service they want at the expense of the party either leaving them for dead (Think Alladin and the Cave of wonders) or paying them in fake coin leading them into problems with the law ...
3. Good luck with that i have 40 years as a player and 37 as a dm and there is always one player. you get used to it after a while and eventually if you game with the same group long enough you yourself will be guilty of it as we. It is the nature of the beast.
4.This can and should be handled while building the characters back story What did this wizards forces do for the player to take up arms against them.
5. You cannot force a player to role play mostly because people in your particular age range are afraid to appear stupid around their peers. As you will age it becomes less important and your group will loosen up. i tend to offer exp reward for good roleplaying
6. This is perhaps the hardest of all the questions you have asked. A +1 Weapon, armor, Ammo is not likely to break the game an item like the robe of the Archmage or the Staff of the Magi just might. make a test character give the test character the item and mock up an easy, medium, hard and deadly encounter using the item. if the item turns a hard or deadly encounter into a medium encounter it is Overpowered.
The best advice i can give you is to relax and enjoy your time with your friends.
1: Does anyone know how to make the D&D world immersive, and fun, so the player feel like they can actually do whatever they want, but they want to go on this quest.
Yes, but only because I've had the experience of running games that fell flat because I had maps but no narrative connecting them. You might have to learn a few things from experience--which is the beauty of actually playing. The secret is that players want their choices to be consequential, which means you are in the business of inventing consequences. I'd suggest trying to disambiguate two meanings of the word consequence: one is, the results of actions, as in the laws of Newtonian mechanics; the other is, punishments for bad actions, as in fines, arrest, and jail time. Endeavor to include the former and avoid the latter. Specifically, avoid the latter by taking a moment every few sessions to speak out of character about the kind of story everyone wants. When we say that DMs are facilitators, we mean that on every level of the game they are engaged in trying to read the audience. I recently lost a player when I failed to do so; may you avoid the same fate.
2: Does anyone have helpful tips on how to avoid railroading campaigns, because I know that lots of times the DM does not know that he is railroading it, but the players do, and it makes them hate the campaign.
Yes, but they're unlikely to connect until after you've run a few sessions. Probably your first will be more about nerves than anything, and that's fine. Railroading is a problem that happens when preparation doesn't meet with opportunity. It means that you're investing in something other than what the players are investing in--which isn't entirely wrong. Think about stories you've enjoyed. Probably some of them have twists, and part of the enjoyment was how the twist subverted your expectations. That's part of the conversation that is a D&D game. I started playing without having the word "railroading" as part of my lexicon. I learned about railroading through many and varied examples of "you can lead a horse to water, but you can't make him drink." But I also learned about railroading in a conversation where a friend pointed out that a player whose character isn't motivated to participate isn't playing the game. Like so many things, the game is a dialectic. Sometimes it's the player's expectations that get subverted, and sometimes it's your expectations that get subverted.
3: Does anyone know how to get the one person in the party, who keeps getting off topic and leading others into his off-topic rant, to just shut up and pay attention.
See above re: if your character isn't motivated to participate in the story you're not playing the game... Friendship as constructed by our popular culture can mean a lot of different things, but in this game it comes to mean something close to an artistic collaboration. Dialogue will help.
4: Does anyone have good tips on how to make a world dark, but happy at the same time, because in my campaign, the players must collect the correct artifacts that are the only things that can stop an evil wizard. So the evil wizard is subjecting the land, so they need to stop him, but I also don't want the mood to be really gloomy and sad, because I am scared it could drive player away.
Read Tolkien. Don't watch Tolkien; read Tolkien. Notice how the fear and terror provoked by Frodo's first encounter with the Nazgul is balanced by his meeting with the elves, by unexpected help from Strider, by rest and healing of harms in Rivendell. You're balancing the emotional content of scenes to make sure the characters know that your world has despots and those who oppose despotism. I'm struggling to get this balance right myself. The good news is that it can benefit from the mechanics of the game--anyone who restores hit points or ensures that the characters don't have to watch during the night is a friend. Likewise anyone who offers the gift of a magical item, casts a spell for the party, or allies with the party during combat is a friend.
5: Anyone know how to make the player actually want to role play, and not force them.
That's a lot more about the out of character talk that makes the game feel like a safe place to experiment. You can lead by doing voices or the like. It might take patience.
6: How do I judge how OP items are, because I will have lots of home brew items, but I need a way to judge if they are too OP for the players level.
The question isn't an especially good one since the answer is fairly obvious... If an item recreates an 18th level class ability, it's too powerful for a level 5 character. The question can be better formulated as "what does balance mean in my game?" It's better formulated that way because that's part of the dialogue to have with the players. Sometimes players want to feel powerful, and letting them curbstomp some goblins wouldn't be a bad thing. Sometimes players want to feel challenged, and giving them an out of depth encounter could be a good way to test their ability to be inventive. Remember that you have a voice, and if something feels like it takes away your ability to challenge the party, you are empowered to take steps. Rust monsters exist for a reason...
Thank you so much! This is extremely helpful!
Thanks! This is very helpful and I will remember the rust monster tip! :)
Thanks!
Thank you so much!
Just a heads-up: it's generally a better idea to quote someone, instead of replying to it. D&D Beyond sucks ass so when you reply, it doesn't specify who you're replying to.
[REDACTED]
oh! Thanks so much! yeah D&D beyond needs a better system.