I also like to suggest editing the module and increasing the statistics of some of the enemies if you want. (Only if you think the party is stronger than you anticipated) You don't have too fully follow the module and you can add your own twist and turns in there. This is to provide not only a challenge to players but also increase the experience off both parties, that being the Dungeon Master and the Players.
I started 5e with LMoP (Lost Mine of Phandelver) we all had alot of fun I've found Slyflourish's stuff super useful... here's a link to his LMoP campaign guide -> slyflourish.com running_phandelver
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“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again
Okay for level 1 campaigns, I would actually hold up Candlekeep Adventures as one of my favorite books for that. While it doesn't have a long arc like other published works do, the fact that each adventure can be done in 1-3 sessions and are "self contained" make them great starting points to bigger adventures. The players can opt to head out from the keep to explore something different or they can opt to stay and do more work for the castle. Shemshime's Bedtime Rhyme (chapter 3) is especially good for a starting group because you don't need a back story to get the party together.
For published adventures I don't have much more other than "home brew it?"
Ok so I will be hosting my first ever D&D campaign.
Any advice for a first time DM?
Here is what I have so far
I was planning to use Lost Mine of Phandelver as the campaign. I been hearing good and bad about it so I'm not sure if it's good.
The players for the most part played long ago but not recently so they are relearning.
The players are as follow
1 High Elf Dragonblood sorcerer
2 High Elf Druid
3 Shifter (Longstrider) Ranger
4 Kenku Barbarian (named Mighty Birdon) ((yes it's an angry bird))
So any advice on what is a good starting campaign? Any tips on making Lost Mines better or more engaging?
Anything would be appreciated
Honestly, LMoP is fine, you can run it as written. I like DoIP better, as it's more open and less linear. Both are great for beginners.
This thread has all advice you need for starting DMing:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/137473-tips-on-becoming-a-dm-d
This video is great for new DMs:
https://m.youtube.com/watch?v=e-YZvLUXcR8&list=PLlUk42GiU2guNzWBzxn7hs8MaV7ELLCP_&index=1&t=22s
I also like to suggest editing the module and increasing the statistics of some of the enemies if you want. (Only if you think the party is stronger than you anticipated) You don't have too fully follow the module and you can add your own twist and turns in there. This is to provide not only a challenge to players but also increase the experience off both parties, that being the Dungeon Master and the Players.
I started 5e with LMoP (Lost Mine of Phandelver) we all had alot of fun
I've found Slyflourish's stuff super useful... here's a link to his LMoP campaign guide -> slyflourish.com running_phandelver
“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again
If the assemblage will forgive a little self promo:
From Happy Hour at the Old Timer Tavern: DM Tips Vol 1 -
https://anchor.fm/happy-hour-at-the-ott/episodes/E15---DM-Tips-Vol-1-evbjnq
Or if you're a video type:
Enjoy!
Okay for level 1 campaigns, I would actually hold up Candlekeep Adventures as one of my favorite books for that. While it doesn't have a long arc like other published works do, the fact that each adventure can be done in 1-3 sessions and are "self contained" make them great starting points to bigger adventures. The players can opt to head out from the keep to explore something different or they can opt to stay and do more work for the castle. Shemshime's Bedtime Rhyme (chapter 3) is especially good for a starting group because you don't need a back story to get the party together.
For published adventures I don't have much more other than "home brew it?"
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