I was hoping to start DMing for Adventurer's League and I couldn't help but feel like you need a pretty broad understanding of a lot of spells and such to DM. I've been told it doesn't, but I was wondering what everyone else thinks! Like what mechanics and "compendium pieces" should a person have to know to DM especially for AL?
I mean I figure at the very least, you should have a decent understanding of the game's core rules. Beyond that, for specific spells and such, things can be looked up.
I've had times when I played with inexperienced DMs and rather than have them try to be everything, we shared some responsibilities. In this example, you could have one of the members of your playing group focus on use of spells and they can keep everyone honest.
In the end, it's the whole group's story and not just the DM. Sometimes having things like spells, initiative tracking, writing an adventure log, are best shared and not the sole responsibility of the DM. I've personally seen it work, other times not so much. It's an option that you can explore.
I've been running for years and years. Aside from the RPGA days, you don't need to be a "Master of all rules". At your local gaming shop or home the game plays the same way, AL or not. The only difference is the paperwork and keeping track.
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Host of the Pocket Mimic Podcast, a D&D 5e Show! Join us and listen in as we build a new world step by step! (http://Pocketmimic.com) DMs vs PCs! All DMs are evil | ENnie Award Winner | OSR style in a 5e world |1000+ character souls taken | 25+ yrs exp Remember to hit the thanks button, if you feel my info was useful, it helps me know I've provided helpful information and know I'm on the right track.
Yep.... Like everyone's saying you don't have to know everything; a decent understanding and the will to be a great storyteller are all you need. As far as knowing all the spells, that knowledge is helpful but definitely not required and resources like D&D Beyond are making it much easier to find the info quickly if it isn't in your head.
Grant K. Smith A+, Network+, MCP x 2, BSIT/VC, MIS
Software Engineer & Dungeon Master
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." - J. R. R. Tolkien "Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup" - Anonymous
Familiarize yourself with the course of combat. Learn the mechanics of initiative, hit, damage, etc - will save you time if you understand the sequencing. As for spells/enemies/NPCs, you can learn/improve as you go. I found being able to sort out a combat encounter the most important game feature when I first started. Just my 2¢.
I can't speak about AL DMing, however when I recently started with my group, I just started. I barely remembered any rule and just went for it. In a couple of sessions and with some prep work I was able to get up to speed :)
Having a decent grasp of the rules and core concepts of the game are what's really important. Knowing the effects of specific spells off hand isn't necessary.
Being able to look things up fairly quickly is helpful, but don't get too bogged down in making absolutely sure that you're following things to the letter.
I've known GM/DMs that have been gaming for 30 years and they still look up a lot of rules in the books during games. Know the basics and play the rest by ear. Improvise, change rules as dictated by the encounters if needed. The books are guidelines...you are still playing D&D if you modify rules to your liking.
TQQdles™
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Especially with a resource like this, more important than knowing all the rules is being able to improvise and having a good plan for an adventure! It's probably worth being a player at least once or twice if you can, because that is a good crash course in the basics, but you don't need to memorise every single rule or spell. You can just look it up to check, after all!
My best suggestion is to know the rules of the game, and read the mechanics of the Races/Classes that are potentially going to be in the game. Don't worry about things above the level of the PCs that will be playing, and try to get as familiar with the potential spells that PCs have available to them. It isn't necessary to know every detail, but familiarity helps.
And remember, no matter how great of DM you are, there are still elements of the game that may escape you. Seasoned DM's still mess up on rules occasionally, especially the seldom used ones. And many people misread spells.
Familiarize yourself with the course of combat. Learn the mechanics of initiative, hit, damage, etc - will save you time if you understand the sequencing. As for spells/enemies/NPCs, you can learn/improve as you go. I found being able to sort out a combat encounter the most important game feature when I first started. Just my 2¢.
Sedge is absolutely correct on this point. My first attempt at running a group, was a crash course in getting this correct. Nothing will disinterest your players faster, then if things aren't running smoothly and in an orderly fashion. I like to keep a notepad next to me and list the players and monsters initiative in order from highest to lowest. Always leave space between each character and monster to allow a sudden addition to the fray.
I'd like to add one thing that everyone so far has missed on this thread, and that is story telling. The best games I've ever had, weren't necessarily the best run or organized, but they had an incredible detail of story, interaction and description of the world before you. It captivates the players, makes them feel as part of it and initiates role playing on a much grander scale.
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"And when you gaze long into an abyss, the abyss also gazes into you" - Friedrich Nietzsche
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I was hoping to start DMing for Adventurer's League and I couldn't help but feel like you need a pretty broad understanding of a lot of spells and such to DM. I've been told it doesn't, but I was wondering what everyone else thinks! Like what mechanics and "compendium pieces" should a person have to know to DM especially for AL?
I mean I figure at the very least, you should have a decent understanding of the game's core rules. Beyond that, for specific spells and such, things can be looked up.
It is not necessary to be the "master of rules". Just a general understanding of the core rules. The rest comes by experience.
I've had times when I played with inexperienced DMs and rather than have them try to be everything, we shared some responsibilities. In this example, you could have one of the members of your playing group focus on use of spells and they can keep everyone honest.
In the end, it's the whole group's story and not just the DM. Sometimes having things like spells, initiative tracking, writing an adventure log, are best shared and not the sole responsibility of the DM. I've personally seen it work, other times not so much. It's an option that you can explore.
Good luck and happy gaming!
I've been running for years and years. Aside from the RPGA days, you don't need to be a "Master of all rules". At your local gaming shop or home the game plays the same way, AL or not. The only difference is the paperwork and keeping track.
Host of the Pocket Mimic Podcast, a D&D 5e Show! Join us and listen in as we build a new world step by step! (http://Pocketmimic.com)
DMs vs PCs! All DMs are evil | ENnie Award Winner | OSR style in a 5e world |1000+ character souls taken | 25+ yrs exp
Remember to hit the thanks button, if you feel my info was useful, it helps me know I've provided helpful information and know I'm on the right track.
Yep.... Like everyone's saying you don't have to know everything; a decent understanding and the will to be a great storyteller are all you need. As far as knowing all the spells, that knowledge is helpful but definitely not required and resources like D&D Beyond are making it much easier to find the info quickly if it isn't in your head.
Grant K. Smith
A+, Network+, MCP x 2, BSIT/VC, MIS
Software Engineer & Dungeon Master
"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." - J. R. R. Tolkien
"Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup" - Anonymous
Familiarize yourself with the course of combat. Learn the mechanics of initiative, hit, damage, etc - will save you time if you understand the sequencing. As for spells/enemies/NPCs, you can learn/improve as you go. I found being able to sort out a combat encounter the most important game feature when I first started. Just my 2¢.
I can't speak about AL DMing, however when I recently started with my group, I just started. I barely remembered any rule and just went for it. In a couple of sessions and with some prep work I was able to get up to speed :)
Having a decent grasp of the rules and core concepts of the game are what's really important. Knowing the effects of specific spells off hand isn't necessary.
Being able to look things up fairly quickly is helpful, but don't get too bogged down in making absolutely sure that you're following things to the letter.
I've known GM/DMs that have been gaming for 30 years and they still look up a lot of rules in the books during games. Know the basics and play the rest by ear. Improvise, change rules as dictated by the encounters if needed. The books are guidelines...you are still playing D&D if you modify rules to your liking.
TQQdles™
Apple ][+ MOSTech 6502 1.0 MHz • 64k Ram • Hercules 8k EGA video card • 300baud USR modem • 2 x 340k 5¼" floppy drives • Software Emulated Sound • Apple DOS 3.3 • Sony 13" TV monitor • Integrated Keyboard • No Mouse
Especially with a resource like this, more important than knowing all the rules is being able to improvise and having a good plan for an adventure! It's probably worth being a player at least once or twice if you can, because that is a good crash course in the basics, but you don't need to memorise every single rule or spell. You can just look it up to check, after all!
My best suggestion is to know the rules of the game, and read the mechanics of the Races/Classes that are potentially going to be in the game. Don't worry about things above the level of the PCs that will be playing, and try to get as familiar with the potential spells that PCs have available to them. It isn't necessary to know every detail, but familiarity helps.
And remember, no matter how great of DM you are, there are still elements of the game that may escape you. Seasoned DM's still mess up on rules occasionally, especially the seldom used ones. And many people misread spells.
"And when you gaze long into an abyss, the abyss also gazes into you" - Friedrich Nietzsche