Read through the entire campaign ahead of time. That way you know where the story is going. For example, with the first group I played through that they took off out into the wilderness after Cragmaw cave and I had no idea what to do. After that I read the whole thing With my second group, I threw the redbrands in the face of my party over and over again. They still skipped the redbrand hideout entirely and never came back. Players will always go against your expectations. If you know the whole story you are prepared to adjust on the fly.
If your characters are using the pregen characters that came with the physical boxed set, be sure to read the backgrounds carefully—especially the rogue. You need to think through how to handle some of the rogue’s backstory. I don’t want to get more specific here due to some major spoilers, but if this applies to you, let me know and I’ll either PM you or put my responses in spoiler blocks. Also encourage your players to read through their back stories and think about them. If you aren’t using the pregens, you might want to look at their backstories and invite your players to consider adapting one of them to their character; they help provide hooks and give your players reasons for their characters to be interested in the plot in a variety of different ways.
Read through the adventure. There are tips built into it for beginners.
Keep your presentation brief. It is often a good idea to learn as you do things. Don't overload your players with rules before play. Just let them know when to roll dice.
Let the players choose their destiny. Of course, in the beginning sometimes you have to map it out for them.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
I started a D&D group with 3 people playing. I'm the DM.
Most of them are new to the game. I prepared a presentation to explain the rules, so that won't be as big as a problem.
Any suggestions on how I should run this?
The fire giants made a gundam wheeeeee
Read through the entire campaign ahead of time. That way you know where the story is going. For example, with the first group I played through that they took off out into the wilderness after Cragmaw cave and I had no idea what to do. After that I read the whole thing With my second group, I threw the redbrands in the face of my party over and over again. They still skipped the redbrand hideout entirely and never came back. Players will always go against your expectations. If you know the whole story you are prepared to adjust on the fly.
If your characters are using the pregen characters that came with the physical boxed set, be sure to read the backgrounds carefully—especially the rogue. You need to think through how to handle some of the rogue’s backstory. I don’t want to get more specific here due to some major spoilers, but if this applies to you, let me know and I’ll either PM you or put my responses in spoiler blocks. Also encourage your players to read through their back stories and think about them. If you aren’t using the pregens, you might want to look at their backstories and invite your players to consider adapting one of them to their character; they help provide hooks and give your players reasons for their characters to be interested in the plot in a variety of different ways.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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We're not using the pregens. It's a digital game.
The fire giants made a gundam wheeeeee
Read through the adventure. There are tips built into it for beginners.
Keep your presentation brief. It is often a good idea to learn as you do things. Don't overload your players with rules before play. Just let them know when to roll dice.
Let the players choose their destiny. Of course, in the beginning sometimes you have to map it out for them.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Okay, thanks.
The fire giants made a gundam wheeeeee
How to D&D has a great YouTube series on LMoP that I highly recommend watching.
So does Lunch Break Heroes.