I am an aspiring dungeon master. I already have a bunch of dice, a PHB and a DMG prepared. I have no friends, but my library has a thing where you can start your own D&D group, so I was hoping to just ask if I could advertise for it and pull together a party of strangers. I have plenty of experience as a player, but I've never DMed. I was thinking I would do a one shot adventure for the first meeting, with pre gen characters, so that all new players could see if they were REALLY interested before starting a campaign. I figured at the end of the first meeting I would walk the new players through creating a character. Then, the second meeting I would start The Lost Mines of Phandelver, since I have the Starter Set. Does anyone have any advice for me, or tips for just running the game, pages I should bookmark, any good one shot adventures, or even help with the advertising part? Everything said will be a great help. Thanks in advance.
The biggest tip I can offer is to be knowledgeable with combat mechanics. Having a confident, fluid combat encounter really solidifies your position as DM, I've always felt. It's rough when a new DM fumbles through, forgets rolls required, and is consistently verifying through the book. Keep yourself up to speed with the next 15 minutes of events, and prepare for sudden improv, if needed.
Most importantly, have fun and make friends. That's what will keep others coming back - the enjoyment of participating in these stories with you.
I'd recommend on the character creation day you give them just a small taste of combat - something easy and random (probably not a monster type they'll face in LMoP), so that they can get used to using their skills, but also have a chance to change classes, paths, etc. if they don't like it. Any gear/equipment they use in this gets magically reset - think of it like a tutorial you see in Video Games. :)
I'd recommend on the character creation day you give them just a small taste of combat - something easy and random (probably not a monster type they'll face in LMoP), so that they can get used to using their skills, but also have a chance to change classes, paths, etc. if they don't like it. Any gear/equipment they use in this gets magically reset - think of it like a tutorial you see in Video Games. :)
I typically do an adventurer's guild recruitment test. This lets them test out their characters against NPCs as well as each other. :)
-snip- (Filed away in my mind.... Great idea......)
I typically do an adventurer's guild recruitment test. This lets them test out their characters against NPCs as well as each other. :)
Please do tell of this test :P
For first-timers I just have a massive arena battle on some training grounds (all non-lethal damage). Keep in mind it's only when DMing completely new people. It allows me to create a guild that can give them objectives and missions, the test lets them play out their characters in combat, and it normally makes for some decent roleplaying afterwards.
Always plan for PCs to do the unexpected and something completely random and against the story idea you have created. Basically if your plans can get messed up, the PCs will probably do it. So try to think about where the PCs are likely to go off course or alternate ways to give the PCs important information organically if they don't go after the default approach.
Have a list of NPC names and descriptions. Not necessarily tied to each other. But important NPCs should be thought of before hand as well as the NPC the PCs are likely to encounter.
Describe unimportant NPCs just as much as you do the important ones. Leave the PCs guessing who is important to the story and who is just background...of course you never know when a PC will drag an unimportant random bar patron into a major NPC role.
Plan ahead 2-3 game sessions and drop in hints/clues/glimpses of future campaign elements whenever possible. Its always cool when you have an unimportant NPC that the PCs come across think nothing of and suddenly learn how important the NPC really is.
The biggest tip I can give is be confident and have fun. Remember: you are in charge! Go with your gut, and don't worry about getting a rule exactly right.
I think going with a prewritten adventure is a great way to start off. After they finish the pre-written adventure, you can always write something that fits in more with your charters' backstories as the next step.
I'd suggest asking to put up fliers in your local comic book store/nerdy shop. Often times people really want to play, but have trouble finding a group. If you are involved with a community theater, that would be another great place to advertise, especially if you market it as improv practice ;)
I am an aspiring dungeon master. I already have a bunch of dice, a PHB and a DMG prepared. I have no friends, but my library has a thing where you can start your own D&D group, so I was hoping to just ask if I could advertise for it and pull together a party of strangers. I have plenty of experience as a player, but I've never DMed. I was thinking I would do a one shot adventure for the first meeting, with pre gen characters, so that all new players could see if they were REALLY interested before starting a campaign. I figured at the end of the first meeting I would walk the new players through creating a character. Then, the second meeting I would start The Lost Mines of Phandelver, since I have the Starter Set. Does anyone have any advice for me, or tips for just running the game, pages I should bookmark, any good one shot adventures, or even help with the advertising part? Everything said will be a great help. Thanks in advance.
My Mountain Dwarf Fighter, from the Peaks of Winter Play by Post. I'm very proud of him. Thanks to VillainTheory for backstory inspiration.
http://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/1903-the-peaks-of-winters-hold?comment=13
The biggest tip I can offer is to be knowledgeable with combat mechanics. Having a confident, fluid combat encounter really solidifies your position as DM, I've always felt. It's rough when a new DM fumbles through, forgets rolls required, and is consistently verifying through the book. Keep yourself up to speed with the next 15 minutes of events, and prepare for sudden improv, if needed.
Most importantly, have fun and make friends. That's what will keep others coming back - the enjoyment of participating in these stories with you.
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I'd recommend on the character creation day you give them just a small taste of combat - something easy and random (probably not a monster type they'll face in LMoP), so that they can get used to using their skills, but also have a chance to change classes, paths, etc. if they don't like it. Any gear/equipment they use in this gets magically reset - think of it like a tutorial you see in Video Games. :)
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My Mountain Dwarf Fighter, from the Peaks of Winter Play by Post. I'm very proud of him. Thanks to VillainTheory for backstory inspiration.
http://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/1903-the-peaks-of-winters-hold?comment=13
Site Rules & Guidelines --- Focused Feedback Mega Threads --- Staff Quotes --- Homebrew Tutorial --- Pricing FAQ
Please feel free to message either Sorce or another moderator if you have any concerns.
Always plan for PCs to do the unexpected and something completely random and against the story idea you have created. Basically if your plans can get messed up, the PCs will probably do it. So try to think about where the PCs are likely to go off course or alternate ways to give the PCs important information organically if they don't go after the default approach.
Have a list of NPC names and descriptions. Not necessarily tied to each other. But important NPCs should be thought of before hand as well as the NPC the PCs are likely to encounter.
Describe unimportant NPCs just as much as you do the important ones. Leave the PCs guessing who is important to the story and who is just background...of course you never know when a PC will drag an unimportant random bar patron into a major NPC role.
Plan ahead 2-3 game sessions and drop in hints/clues/glimpses of future campaign elements whenever possible. Its always cool when you have an unimportant NPC that the PCs come across think nothing of and suddenly learn how important the NPC really is.
The biggest tip I can give is be confident and have fun. Remember: you are in charge! Go with your gut, and don't worry about getting a rule exactly right.
I think going with a prewritten adventure is a great way to start off. After they finish the pre-written adventure, you can always write something that fits in more with your charters' backstories as the next step.
I'd suggest asking to put up fliers in your local comic book store/nerdy shop. Often times people really want to play, but have trouble finding a group. If you are involved with a community theater, that would be another great place to advertise, especially if you market it as improv practice ;)
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