Title says it all, I became very interested in D&D and I wish to be an efficient Dungeon Master, I only know the ones like have spare dice sets for adventurers who either don't have their own or they forgot theirs, have plenty of blank character sheets and a copy of the blank character sheet for additional photocopies, investing in the essential handbooks etc but besides those I want to be an efficient Dungeon Masters so I'm seeking advice from Dungeon Masters or those who have an efficient Dungeon Master. Preferably Veteran Dungeon Masters and Adventurers.
In terms of physical things, I'd say what you've said is mostly unnecessary for a DM. Players should have their own dice. It's nice to have spares, but unless you're inviting newbies, they should have their own, or at least can borrow from other players at the table. Character sheets likewise. They're all cheap enough for people to get for themselves, unless it's their first time playing, and even then other players can help out.
I'd have your own set of dice. Multiple. I normally have three sets ready, but have access to more. This is so I can throw multiple attacks (either by the same monster or for multiple monsters) simultaneously and save time. It's especially useful for rolling initiative.
A copy of PHB, TCoE, XGtE and your choice of monster manual/cards as appropriate to your adventure. When levelling up, I'd want each player to have access to the book that their class and subclass belongs to, so they don't have to wait while someone else is using it. This can be achieved by having players bring copies though, so don't worry too much about owning them. I prefer monster cards rather than the manual, they're much easier to work with and you can easily preorganise them. I wouldn't go out of my way for the settings books etc unless you want them for you own use as well. Maybe the DMG.
DM screen obviously.
If you have space and really want to go for it, you can have a copy of their character sheets or a shorthand version so you can help out when they're looking for something or don't know how to. I don't bother and prefer to just help them find it on theirs, but it depends on your style I guess.
I'm not sure what you mean by "efficient", but those are the physical materials that I have and would recommend as standard for a DM.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I only intend to have 5 sets of dice (One set for travel in case I end up being an adventurer and have to go somewhere to play. One for DM and three spares) and I only have 3 character sheets ready (I am more likely to run into newbies myself than veterans)
I have read your comment and thought "YES THIS IS THE TYPE OF ADVICE I NEED!" Thank you so much!
I am planning on making my own DM screen or using my laptop and just adding panels to the side that and just type up what has happened in the adventure (I have Autism and I am a very slow hand writer) but the decision on which route to go through when making a DM screen (Might go with making my own)
The monster cards is such a great idea! for loose bits of paperwork (Like Character sheets) I'm planning on either using a display book or a lever arch binder with dividers and have a designated spot and box to store it when not in use
Either way Thank you so much, I hope my reply has come across as me understanding what you said.
Advice I always give new DMs is to have a list of names. Not just people names, but some things like town names, tavern names, boat names. Just have the list ready, so when the player chats up tavern goer No. 3, or random guard No. 2, you have some ready. Then you can make note of it on the sheet where you keep your list, and turn them into a recurring NPC if they turn out to be fun or interesting.
"Efficiency" in DM time management, especially outside of game prep work, is probably the most key thing. You can look to Sly Flourish's The Lazy DM books, they're written with a lot of wit, but don't let the wit distract you from the very realistic understanding of what most DMs do and think they need to do vs. what a DM should do in terms of design and preparation. It also doesn't hurt to look at the DMG on campaign design and follow it's "start small" approach and build the world after you've really met the party from levels 1-4.
If you want to be efficient with dice rolling, just have everyone use a dice rolling app, like the one built into DDB sheets or something off your phone.
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Jander Sunstar is the thinking person's Drizzt, fight me.
I would recommend getting a battle map with one-inch square tiles and wet-erase pens. Chessex’s battle mats are the gold standard, and come in a number of different sizes. They allow you to pretty quickly sketch up encounters to design your dungeons in advance (just cover up rooms with paper and reveal as the dungeon is explored). You don’t need to use a map all the time (lots can be done without one), but things like combat and dungeons move a lot smoother if there is a map to keep track of where everything is.
You do not need to invest in miniatures at first. I would have something that can easily represent the players (a Lego figure, random other toys, etc., so long as it fits in a one-inch square). You can use things like pennies, dice, etc. for your monsters.
Make sure you have regular pens for the table and some loose paper your players can take notes on. That’s something that is pretty easy for players to forget to bring.
Snacks. D&D can be a pretty long affair. Whether it is a couple bags of chips or a full cheese spread, it doesn’t really matter - snacks make things run a lot more smoothly. Alcohol (if you are of age, of course) is another thing you can provide, but I would base the availability of alcohol on your playgroup. Some groups can be rather fun after a drink or two; other players can become a disaster, either by being an aggressive drunk or by not being capable of taking their actions in a timely manner. Eventually your players should also contribute by bringing snacks, but it’s helpful to have some snacks for the first session.
It seems like you are doing pen and paper, but I would highly recommend using D&D Beyond’s digital tools, particularly for new players. Much more streamlined and easy to create characters, encounters, etc. Players can then bring their own computer or tablet and run their sheet that way. In such a situation, you should make sure you have enough power strips that folks can plug in their technology if needed. (Also make it clear that they are not allowed to use their device to browse the internet or other distractions.
It sounds like you are mostly focused on what items you need to actually play; let us know if you want general advice on how to run the game as well.
But it's not just the material aspect of being a DM that I need advice on, I also need to know how to make campaigns interesting and not so cookie cutter and boring.
But I definitely know we need the snacks and since I have mentioned to both my best friend and her partner that we need to keep the staples in stock at all times I'll be able to organise the snacks when we do start playing.
I'm 26 and the other people I plan on playing with are also in their 20s very VERY late teens (18-19 I'm in Australia so liquor laws are a bit different) so there may be alcohol but I'm hoping for a couple dry sessions for the first few sessions (I want my adventurers to ease into it before adding alcohol into the mix)
I have a Samsung tablet and a Bluetooth keyboard so I would be able to try the digital aspect (and only require paper and pen for character sheets and stuff)
Thank you so much for the help seriously ❤ I just didn't want to mess up as I'm new to this and I want to lower the amount of mistakes I make as possible.
The most important thing to remember as DM--everyone should be having fun. That seems like it is obvious advice, but I recently had a REALLY bad experience with a DM who put themselves and their straight-from-the-can Icewind adventure (Icewind is a poorly-written slog; even folks with Wizards have realized it was a bad adventure). You want to tell a cohesive story, but you cannot force your story on your players. Be willing to adjust what is happening to pursue things your players find intriguing and be prepared to abandon and move away from elements that do not work or cause trouble.
D&D works best when there is a give and take. Your players react to your world and you react accordingly and change the world to fit both your players and what your characters find enjoyable.
As for making them interesting and "not boring", that is going to depend a lot on your group. Some groups find it interesting to have hyper-realistic grim campaigns. Other campaigns just want to joke around and be silly, so they'll be full of puns, silly pranks and shenanigans, and the like.
I also need to know how to make campaigns interesting and not so cookie cutter and boring.
I used a cookie cutter story from candlekeep mysteries as a filler. I was afraid it was going to be boring. During an encounter a player used talk with animals and BLAM! the players had a great time discovering there are crow people in the campaign and had a lot of fun interacting with them. They didnt exist before I used this scenario, and thanks to a player and a picture, I now have a blast integrating animal people in my campaign. It's their favorite memory of the campaign. This player has been instrumental in orienting the campaign many times because she took a lot of utility spells and abilities and used them well. I just follow her initiatives. But she feels that she isnt doing enough during fights, meaning she is bored with her tactical spells and abilities, and asked me if she could change them. Well, yes, of course, and I follow again. On the other hand, I designed an encounter mechanic that I thought would be original and fun because I was afraid the scenario would be dull, and it turned out to be a slugfest of repetitive tasks.
Fun will come out of the interactions from the players, the story and the mechanics (what we call "the table"). It isnt predictable. The more space you leave to your player inside the style play they like, the more chance the fun has to emerge. But it will emerge, it always emerges.
You cant be more creative or organised than you are, but will be in time. Same for your players. Some will be tactical, some will be roleplayer, some will know and understand and orient the story, some will be very funny and nice to have around. Since you already dont ask from your players more than they can give, do yourself the same favor. You cant control the table, just be a good steward.
I asked the players before we started what kind of games they wanted. Turned out they wanted a linear story, but with the ability to make decisions that impact the story. They dont want an open world, they dont want a railway, they want a direction with a few paths leading to the destination. So be it. I dont listen to my anxiety anymore, I listen to the players. They know better what they need. ... So have them bring the snacks too.
Title says it all, I became very interested in D&D and I wish to be an efficient Dungeon Master, I only know the ones like have spare dice sets for adventurers who either don't have their own or they forgot theirs, have plenty of blank character sheets and a copy of the blank character sheet for additional photocopies, investing in the essential handbooks etc but besides those I want to be an efficient Dungeon Masters so I'm seeking advice from Dungeon Masters or those who have an efficient Dungeon Master. Preferably Veteran Dungeon Masters and Adventurers.
Do what your players want, if they like RP, give em RP, if they like combat, give them combat.
It's very important though to ask your players what they enjoy and create your adventures and campaigns off of that.
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BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explainHERE.
There are a few common efficiency problems that have many solutions out there, but a newbie might not know to look them up and pick one. Many are related to common issues that slow down combat.
Tracking initiative
Monster initiative grouping
Tracking status effects
Progression - exp vs milestone, how you do level ups
Monster knowledge checks - do trained players know things on sight or do they have to blow a whole action?
As for making interesting campaigns, think of the stories or scenarios you have encountered in media that were interesting to you. Then shamelessly rip them off. I mean obviously don't recreate season 1 of Game of Thrones line for line, but take the broad strokes, the primary motivations and conflicts, the scenes that hit you in the gut, and fit them into your world.
If you want to go original, I'd say that if you can manage to start with developed NPCs (with their motivations, flaws, resources figured out) in a setting that introduces conflict between those NPCs, all you need to do is have those NPCs react naturally to each other and the party and the story will build itself as the party reacts back.
If you want to go original, I'd say that if you can manage to start with developed NPCs (with their motivations, flaws, resources figured out) in a setting that introduces conflict between those NPCs, all you need to do is have those NPCs react naturally to each other and the party and the story will build itself as the party reacts back.
Think in terms of generalities for your plots and don't worry about specifics until they start to become more immediate.
You know 'what' the NPC wants to accomplish and what resources are 'available'. What exactly is going on at any given point is indeterminate until the PCs interact with the plot.
Trying to predict your players too far in advance will only give you a headache and you may find yourself trying to force the characters onto the 'right' path.
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Title says it all, I became very interested in D&D and I wish to be an efficient Dungeon Master, I only know the ones like have spare dice sets for adventurers who either don't have their own or they forgot theirs, have plenty of blank character sheets and a copy of the blank character sheet for additional photocopies, investing in the essential handbooks etc but besides those I want to be an efficient Dungeon Masters so I'm seeking advice from Dungeon Masters or those who have an efficient Dungeon Master. Preferably Veteran Dungeon Masters and Adventurers.
Efficient at what?
In terms of physical things, I'd say what you've said is mostly unnecessary for a DM. Players should have their own dice. It's nice to have spares, but unless you're inviting newbies, they should have their own, or at least can borrow from other players at the table. Character sheets likewise. They're all cheap enough for people to get for themselves, unless it's their first time playing, and even then other players can help out.
I'd have your own set of dice. Multiple. I normally have three sets ready, but have access to more. This is so I can throw multiple attacks (either by the same monster or for multiple monsters) simultaneously and save time. It's especially useful for rolling initiative.
A copy of PHB, TCoE, XGtE and your choice of monster manual/cards as appropriate to your adventure. When levelling up, I'd want each player to have access to the book that their class and subclass belongs to, so they don't have to wait while someone else is using it. This can be achieved by having players bring copies though, so don't worry too much about owning them. I prefer monster cards rather than the manual, they're much easier to work with and you can easily preorganise them. I wouldn't go out of my way for the settings books etc unless you want them for you own use as well. Maybe the DMG.
DM screen obviously.
If you have space and really want to go for it, you can have a copy of their character sheets or a shorthand version so you can help out when they're looking for something or don't know how to. I don't bother and prefer to just help them find it on theirs, but it depends on your style I guess.
I'm not sure what you mean by "efficient", but those are the physical materials that I have and would recommend as standard for a DM.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I only intend to have 5 sets of dice (One set for travel in case I end up being an adventurer and have to go somewhere to play. One for DM and three spares) and I only have 3 character sheets ready (I am more likely to run into newbies myself than veterans)
I have read your comment and thought "YES THIS IS THE TYPE OF ADVICE I NEED!" Thank you so much!
I am planning on making my own DM screen or using my laptop and just adding panels to the side that and just type up what has happened in the adventure (I have Autism and I am a very slow hand writer) but the decision on which route to go through when making a DM screen (Might go with making my own)
The monster cards is such a great idea! for loose bits of paperwork (Like Character sheets) I'm planning on either using a display book or a lever arch binder with dividers and have a designated spot and box to store it when not in use
Either way Thank you so much, I hope my reply has come across as me understanding what you said.
Advice I always give new DMs is to have a list of names. Not just people names, but some things like town names, tavern names, boat names. Just have the list ready, so when the player chats up tavern goer No. 3, or random guard No. 2, you have some ready. Then you can make note of it on the sheet where you keep your list, and turn them into a recurring NPC if they turn out to be fun or interesting.
I always try to have a fairly generic encounter or two ready in case the players decide to do something that I wasn't expecting.
"Efficiency" in DM time management, especially outside of game prep work, is probably the most key thing. You can look to Sly Flourish's The Lazy DM books, they're written with a lot of wit, but don't let the wit distract you from the very realistic understanding of what most DMs do and think they need to do vs. what a DM should do in terms of design and preparation. It also doesn't hurt to look at the DMG on campaign design and follow it's "start small" approach and build the world after you've really met the party from levels 1-4.
If you want to be efficient with dice rolling, just have everyone use a dice rolling app, like the one built into DDB sheets or something off your phone.
Jander Sunstar is the thinking person's Drizzt, fight me.
I would recommend getting a battle map with one-inch square tiles and wet-erase pens. Chessex’s battle mats are the gold standard, and come in a number of different sizes. They allow you to pretty quickly sketch up encounters to design your dungeons in advance (just cover up rooms with paper and reveal as the dungeon is explored). You don’t need to use a map all the time (lots can be done without one), but things like combat and dungeons move a lot smoother if there is a map to keep track of where everything is.
You do not need to invest in miniatures at first. I would have something that can easily represent the players (a Lego figure, random other toys, etc., so long as it fits in a one-inch square). You can use things like pennies, dice, etc. for your monsters.
Make sure you have regular pens for the table and some loose paper your players can take notes on. That’s something that is pretty easy for players to forget to bring.
Snacks. D&D can be a pretty long affair. Whether it is a couple bags of chips or a full cheese spread, it doesn’t really matter - snacks make things run a lot more smoothly. Alcohol (if you are of age, of course) is another thing you can provide, but I would base the availability of alcohol on your playgroup. Some groups can be rather fun after a drink or two; other players can become a disaster, either by being an aggressive drunk or by not being capable of taking their actions in a timely manner. Eventually your players should also contribute by bringing snacks, but it’s helpful to have some snacks for the first session.
It seems like you are doing pen and paper, but I would highly recommend using D&D Beyond’s digital tools, particularly for new players. Much more streamlined and easy to create characters, encounters, etc. Players can then bring their own computer or tablet and run their sheet that way. In such a situation, you should make sure you have enough power strips that folks can plug in their technology if needed. (Also make it clear that they are not allowed to use their device to browse the internet or other distractions.
It sounds like you are mostly focused on what items you need to actually play; let us know if you want general advice on how to run the game as well.
This is very handy to know
But it's not just the material aspect of being a DM that I need advice on, I also need to know how to make campaigns interesting and not so cookie cutter and boring.
But I definitely know we need the snacks and since I have mentioned to both my best friend and her partner that we need to keep the staples in stock at all times I'll be able to organise the snacks when we do start playing.
I'm 26 and the other people I plan on playing with are also in their 20s very VERY late teens (18-19 I'm in Australia so liquor laws are a bit different) so there may be alcohol but I'm hoping for a couple dry sessions for the first few sessions (I want my adventurers to ease into it before adding alcohol into the mix)
I have a Samsung tablet and a Bluetooth keyboard so I would be able to try the digital aspect (and only require paper and pen for character sheets and stuff)
Thank you so much for the help seriously ❤ I just didn't want to mess up as I'm new to this and I want to lower the amount of mistakes I make as possible.
Outside of the game prep, NOTED
All jokes aside thank you so much! I will take your advice seriously :)
The most important thing to remember as DM--everyone should be having fun. That seems like it is obvious advice, but I recently had a REALLY bad experience with a DM who put themselves and their straight-from-the-can Icewind adventure (Icewind is a poorly-written slog; even folks with Wizards have realized it was a bad adventure). You want to tell a cohesive story, but you cannot force your story on your players. Be willing to adjust what is happening to pursue things your players find intriguing and be prepared to abandon and move away from elements that do not work or cause trouble.
D&D works best when there is a give and take. Your players react to your world and you react accordingly and change the world to fit both your players and what your characters find enjoyable.
As for making them interesting and "not boring", that is going to depend a lot on your group. Some groups find it interesting to have hyper-realistic grim campaigns. Other campaigns just want to joke around and be silly, so they'll be full of puns, silly pranks and shenanigans, and the like.
I used a cookie cutter story from candlekeep mysteries as a filler. I was afraid it was going to be boring. During an encounter a player used talk with animals and BLAM! the players had a great time discovering there are crow people in the campaign and had a lot of fun interacting with them. They didnt exist before I used this scenario, and thanks to a player and a picture, I now have a blast integrating animal people in my campaign. It's their favorite memory of the campaign.
This player has been instrumental in orienting the campaign many times because she took a lot of utility spells and abilities and used them well. I just follow her initiatives.
But she feels that she isnt doing enough during fights, meaning she is bored with her tactical spells and abilities, and asked me if she could change them. Well, yes, of course, and I follow again.
On the other hand, I designed an encounter mechanic that I thought would be original and fun because I was afraid the scenario would be dull, and it turned out to be a slugfest of repetitive tasks.
Fun will come out of the interactions from the players, the story and the mechanics (what we call "the table"). It isnt predictable. The more space you leave to your player inside the style play they like, the more chance the fun has to emerge.
But it will emerge, it always emerges.
You cant be more creative or organised than you are, but will be in time. Same for your players. Some will be tactical, some will be roleplayer, some will know and understand and orient the story, some will be very funny and nice to have around.
Since you already dont ask from your players more than they can give, do yourself the same favor. You cant control the table, just be a good steward.
I asked the players before we started what kind of games they wanted. Turned out they wanted a linear story, but with the ability to make decisions that impact the story. They dont want an open world, they dont want a railway, they want a direction with a few paths leading to the destination. So be it.
I dont listen to my anxiety anymore, I listen to the players. They know better what they need.
... So have them bring the snacks too.
Do what your players want, if they like RP, give em RP, if they like combat, give them combat.
It's very important though to ask your players what they enjoy and create your adventures and campaigns off of that.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.There are a few common efficiency problems that have many solutions out there, but a newbie might not know to look them up and pick one. Many are related to common issues that slow down combat.
As for making interesting campaigns, think of the stories or scenarios you have encountered in media that were interesting to you. Then shamelessly rip them off. I mean obviously don't recreate season 1 of Game of Thrones line for line, but take the broad strokes, the primary motivations and conflicts, the scenes that hit you in the gut, and fit them into your world.
If you want to go original, I'd say that if you can manage to start with developed NPCs (with their motivations, flaws, resources figured out) in a setting that introduces conflict between those NPCs, all you need to do is have those NPCs react naturally to each other and the party and the story will build itself as the party reacts back.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
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Content Troubleshooting
Think in terms of generalities for your plots and don't worry about specifics until they start to become more immediate.
You know 'what' the NPC wants to accomplish and what resources are 'available'. What exactly is going on at any given point is indeterminate until the PCs interact with the plot.
Trying to predict your players too far in advance will only give you a headache and you may find yourself trying to force the characters onto the 'right' path.