I'd suggest reading much of the info ahead of time so that you have the basic gist of what you need to know. Do you have any specific examples that you would like some more illumination on?
I've never really found a trick for it, but I definitely did get better at it over time with practice.
The big thing is, if you find yourself on the spot, don't panic. Utilize the phrase "hold on one second let me check something in the book" as much as you need to and know that your players likely don't mind taking an extra moment to read.
The first answer is to read ahead. Have a good idea of the overall plot, where it is going, who the NPCs are and what is likely to happen. Try to read ahead on most of the places the characters might go. Ideally, if you are running a module or hardcover, at least skim through the entire thing so that you have a feel for the overall plot and key plot points.
This way, when it comes to running a specific section you are mostly reminding yourself of details and description (which if you really need to you can make up as you go along) rather than plot points.
It is very challenging for the DM to run something smoothly that they are just reading for the first time since the text is not usually well enough written to support that. Often there are details at the end or in the middle that would ideally be near the start of the section which mean that the DM really needs to have read the entire section before trying to run it.
If you find you have to read while running the game it can be useful to get the party to discuss their course of action while you read - it gives you a few minutes to skim ahead. Even asking them to figure out their marching order, who is first, are they casting any spells, what process are they using to search as they go - let them talk about any detail they like since every second gives you a little more time to absorb the content before you need to present it.
Finally, if needed, just give everyone a 5 minute bio break while you read ahead enough to run the immediate encounter and aftermath.
I'm currently running lost mines of phandelver and im on the goblin den part. it just gives me a layout of the room and info involving the goblins and then moves on to the next part so what do i do in between? and also what exactly do i read out loud?
I'm currently running lost mines of phandelver and im on the goblin den part. it just gives me a layout of the room and info involving the goblins and then moves on to the next part so what do i do in between? and also what exactly do i read out loud?
Aside from specified read aloud text (or "box text"), it's safe to read out loud any descriptions of what the players would be able to see. You can detail the room's contents as well, but any hidden details, secret doors, or stealthy enemies, make sure to leave out of your descriptions.
The book gives you a map and descriptions of the rooms. As DM, you connect the dots using your imagination :)
Remember that the DM knows what is in the book, the players don't, if you make a mistake describing something the players will never know (unless they look it up later) so, as DM, describe it as you like consistent with the rest of the module.
Consider the goblin den. It is a complex of caves. How do you imagine that looking?
For me: "Rough walls of gray rock flank the stream. It looks like the cave was carved from the rock by the flow of the underground river over a long period of time. There are signs here and there that the caves and caverns have been widened to accommodate the creatures living here. The trail through the caves appears to have been worn smooth in places by the passage of many feet over the years."
After that you don't need to describe the passages that connect the rooms in the cave complex, just the layout. I would usually run this with a map with the character placing markers on it and moving through revealing parts of the caves as they go along. It makes it easier for the players to visualize the description. However, with a good description, it is possible to do it using theatre of the mind. The DM just needs to keep in mind that every person their will imagine something a bit different based on the DMs descriptions but this won't really matter until something happens. (e.g. an event or combat). At which point, you may find that some of the players have imagined something not quite the same as the DM and you need to gently correct the impression.
The most common types of misinterpretation can be from statements like - the DM says "there is a tunnel leading off to the left 15' ahead" ... the player can sometimes imagine right especially if they are looking at the DM and think it is the DMs left that he referring to ... or they just got the other left when they imagined it :). Alternatively, perhaps the tunnel leads off at a 45 degree angle on the map at a Y intersection but the player is imagining a T intersection since the DM didn't specify. So the player doesn't realize that they could investigate the new tunnel from a distance, so they don't say anything thinking it is a T-intersection and that they need to move up closer to see and then something happens that could have been prevented if the player had known they could take an action to investigate before moving up. The DM has to constantly be aware of these types of possible misunderstandings and the effect on player action choices when playing theatre of the mind.
I'm currently running lost mines of phandelver and im on the goblin den part. it just gives me a layout of the room and info involving the goblins and then moves on to the next part so what do i do in between? and also what exactly do i read out loud?
David42 almost answered this one preemptively. At this point, I might suggest reading back over the Introduction and Goblin Ambush. Just to pick up on anything that might not have jumped out at you the first time you read over it. The DM should always read ahead, and should know, generally, what is available and possible inside a dungeon.
The boxed text that you read aloud will look generally like:
Following the goblins’ trail, you come across a large cave in a hillside five miles from the scene of the ambush. A shallow stream flows out of the cave mouth, which is screened by dense briar thickets. A narrow dry path leads into the cave on the right-hand side of the stream.
As for what to do "in between", the Goblin Ambush conclusion should lead to the discovery of a trail that heads to the Hideout. Once at the Hideout, you read the boxed text for the Cave Mouth and proceed on with the adventure. If you're asking about how to handle the travel between the ambush and the cave, I would suggest that you don't highlight it. Narrate the party following the path, and then describe the cave. Think "fast travel". The destination is the point here, not the journey. There will be time enough for the journey to be the point later on, after you become more confident in your abilities.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
help
I'd suggest reading much of the info ahead of time so that you have the basic gist of what you need to know. Do you have any specific examples that you would like some more illumination on?
I've never really found a trick for it, but I definitely did get better at it over time with practice.
The big thing is, if you find yourself on the spot, don't panic. Utilize the phrase "hold on one second let me check something in the book" as much as you need to and know that your players likely don't mind taking an extra moment to read.
The first answer is to read ahead. Have a good idea of the overall plot, where it is going, who the NPCs are and what is likely to happen. Try to read ahead on most of the places the characters might go. Ideally, if you are running a module or hardcover, at least skim through the entire thing so that you have a feel for the overall plot and key plot points.
This way, when it comes to running a specific section you are mostly reminding yourself of details and description (which if you really need to you can make up as you go along) rather than plot points.
It is very challenging for the DM to run something smoothly that they are just reading for the first time since the text is not usually well enough written to support that. Often there are details at the end or in the middle that would ideally be near the start of the section which mean that the DM really needs to have read the entire section before trying to run it.
If you find you have to read while running the game it can be useful to get the party to discuss their course of action while you read - it gives you a few minutes to skim ahead. Even asking them to figure out their marching order, who is first, are they casting any spells, what process are they using to search as they go - let them talk about any detail they like since every second gives you a little more time to absorb the content before you need to present it.
Finally, if needed, just give everyone a 5 minute bio break while you read ahead enough to run the immediate encounter and aftermath.
I'm currently running lost mines of phandelver and im on the goblin den part. it just gives me a layout of the room and info involving the goblins and then moves on to the next part so what do i do in between? and also what exactly do i read out loud?
also thank you lots for the advice
Aside from specified read aloud text (or "box text"), it's safe to read out loud any descriptions of what the players would be able to see. You can detail the room's contents as well, but any hidden details, secret doors, or stealthy enemies, make sure to leave out of your descriptions.
The book gives you a map and descriptions of the rooms. As DM, you connect the dots using your imagination :)
Remember that the DM knows what is in the book, the players don't, if you make a mistake describing something the players will never know (unless they look it up later) so, as DM, describe it as you like consistent with the rest of the module.
Consider the goblin den. It is a complex of caves. How do you imagine that looking?
For me: "Rough walls of gray rock flank the stream. It looks like the cave was carved from the rock by the flow of the underground river over a long period of time. There are signs here and there that the caves and caverns have been widened to accommodate the creatures living here. The trail through the caves appears to have been worn smooth in places by the passage of many feet over the years."
After that you don't need to describe the passages that connect the rooms in the cave complex, just the layout. I would usually run this with a map with the character placing markers on it and moving through revealing parts of the caves as they go along. It makes it easier for the players to visualize the description. However, with a good description, it is possible to do it using theatre of the mind. The DM just needs to keep in mind that every person their will imagine something a bit different based on the DMs descriptions but this won't really matter until something happens. (e.g. an event or combat). At which point, you may find that some of the players have imagined something not quite the same as the DM and you need to gently correct the impression.
The most common types of misinterpretation can be from statements like - the DM says "there is a tunnel leading off to the left 15' ahead" ... the player can sometimes imagine right especially if they are looking at the DM and think it is the DMs left that he referring to ... or they just got the other left when they imagined it :). Alternatively, perhaps the tunnel leads off at a 45 degree angle on the map at a Y intersection but the player is imagining a T intersection since the DM didn't specify. So the player doesn't realize that they could investigate the new tunnel from a distance, so they don't say anything thinking it is a T-intersection and that they need to move up closer to see and then something happens that could have been prevented if the player had known they could take an action to investigate before moving up. The DM has to constantly be aware of these types of possible misunderstandings and the effect on player action choices when playing theatre of the mind.
David42 almost answered this one preemptively. At this point, I might suggest reading back over the Introduction and Goblin Ambush. Just to pick up on anything that might not have jumped out at you the first time you read over it. The DM should always read ahead, and should know, generally, what is available and possible inside a dungeon.
The boxed text that you read aloud will look generally like:
As for what to do "in between", the Goblin Ambush conclusion should lead to the discovery of a trail that heads to the Hideout. Once at the Hideout, you read the boxed text for the Cave Mouth and proceed on with the adventure. If you're asking about how to handle the travel between the ambush and the cave, I would suggest that you don't highlight it. Narrate the party following the path, and then describe the cave. Think "fast travel". The destination is the point here, not the journey. There will be time enough for the journey to be the point later on, after you become more confident in your abilities.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
Thank you so much