I'd probably start by asking you what do you think you could have improved on? Was there particular encounters/sessions/feedback from your players that you want to work on?
What part of HotDQ are you up to? I've recently got my group into Rise of Tiamat after Hoard, so happy to share my own experience if there are particular sessions you are having trouble with.
There was four of us, and two of them kept getting bored stopped listening. But they it's not like they don't like D&D. They actually wanted to play. I wasn't forcing them.
I also think I could do better with prep too, because I had to keep checking things, which would take a minute or two
Prep is the key, unless you are really good at improve and know the rules inside out. Read and re-read the adventure. Read up on the monsters they are fighting, the spells, and the magic items they might use. Use NPCs to help and hinder the party. Google 'hoard of the dragon queen' and find out what other DMs did.
Behind the screen I use one piece of paper with PCs and NPCs stats, a map of the adventure and a print out of the monster stats they will fight. D&D beyond has made it a lot easy for me to print out monster stats.
Try and appeal to the different types of players. There are different play styles and you should try and mix it a bit.
Yes, prep is everything. Be familiar with the dungeon. One of the things that used to take a LOT of time was the mapping. I have since purchased a projector and am now projecting the maps down onto a table that my players move their miniatures on. That helps.
Another thing that has sped things up a bit is the use of "initiative tents". The players print out info about their characters on a small folded sheet of paper and that paper hangs on top of my DM Screen. The monster information is also printed on an initiative tent. At any given time the players and myself can see what the order of initiative is and most all of the combat information. These I fill out before we play. Players roll for initiative 10 times and record it on my side of the tent. It helps.
Seconding the initiative tents suggestion. I don't have them roll in advance, but I do use the tents to visually indicate who's up next.
Another thing I do is non-combat action tokens. Each player has a little glass bead (from craft store, super cheap) and if they attempt that needs DM/rules interaction they throw the bead in and "do the thing" and get resolution. They can't take the bead back, until everyone else does something. This helps my more introverted players get involved without having them compete against more vocal players. Everyone's doing something in the scene, or saying "I'll pass" before anyone can do something else. It's less about forcing people to take structured turns and more about drawing out the quiet ones and dampening the spotlight hogs. It keeps people attentive and participating as I'll call on them if they haven't tossed a token and done something.
Most important thing that comes to mind is to always be communicating with your players. Even newbies have an idea of what they want to do and become, even if it's as vague as get a bigger axe. Figure out what they want both in and out of character from the game and do it. Maybe don't give them a dragon to ride around at level 3, but if it's harmless or well earned then take it on.
Never tell your players no, always tell them "You can try" or "Sure you can do that is you want"
Checking is fine no one can expect you to memorize every little thing.
Always give your players the change to do something awesome. Cinematics are always good, If anyone has a Bow and Arrow and they roll a 20 have them fire the arrow through one bad guy and into another.
I'm DMing Hoard of te Dragon Queen for my friends, and I feel like I could do better. Any tips that could make me a better DM?
I'd probably start by asking you what do you think you could have improved on? Was there particular encounters/sessions/feedback from your players that you want to work on?
What part of HotDQ are you up to? I've recently got my group into Rise of Tiamat after Hoard, so happy to share my own experience if there are particular sessions you are having trouble with.
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There was four of us, and two of them kept getting bored stopped listening. But they it's not like they don't like D&D. They actually wanted to play. I wasn't forcing them.
I also think I could do better with prep too, because I had to keep checking things, which would take a minute or two
Prep is the key, unless you are really good at improve and know the rules inside out. Read and re-read the adventure. Read up on the monsters they are fighting, the spells, and the magic items they might use. Use NPCs to help and hinder the party. Google 'hoard of the dragon queen' and find out what other DMs did.
Behind the screen I use one piece of paper with PCs and NPCs stats, a map of the adventure and a print out of the monster stats they will fight. D&D beyond has made it a lot easy for me to print out monster stats.
Try and appeal to the different types of players. There are different play styles and you should try and mix it a bit.
cheers,
Jocanuck
Yes, prep is everything. Be familiar with the dungeon. One of the things that used to take a LOT of time was the mapping. I have since purchased a projector and am now projecting the maps down onto a table that my players move their miniatures on. That helps.
Another thing that has sped things up a bit is the use of "initiative tents". The players print out info about their characters on a small folded sheet of paper and that paper hangs on top of my DM Screen. The monster information is also printed on an initiative tent. At any given time the players and myself can see what the order of initiative is and most all of the combat information. These I fill out before we play. Players roll for initiative 10 times and record it on my side of the tent. It helps.
Seconding the initiative tents suggestion. I don't have them roll in advance, but I do use the tents to visually indicate who's up next.
Another thing I do is non-combat action tokens. Each player has a little glass bead (from craft store, super cheap) and if they attempt that needs DM/rules interaction they throw the bead in and "do the thing" and get resolution. They can't take the bead back, until everyone else does something. This helps my more introverted players get involved without having them compete against more vocal players. Everyone's doing something in the scene, or saying "I'll pass" before anyone can do something else. It's less about forcing people to take structured turns and more about drawing out the quiet ones and dampening the spotlight hogs. It keeps people attentive and participating as I'll call on them if they haven't tossed a token and done something.
Thanks for all the help! I'll definitely do better next time!
Most important thing that comes to mind is to always be communicating with your players. Even newbies have an idea of what they want to do and become, even if it's as vague as get a bigger axe. Figure out what they want both in and out of character from the game and do it. Maybe don't give them a dragon to ride around at level 3, but if it's harmless or well earned then take it on.
#OpenDnD. #DnDBegone
Prep for things you don't think about.
Never tell your players no, always tell them "You can try" or "Sure you can do that is you want"
Checking is fine no one can expect you to memorize every little thing.
Always give your players the change to do something awesome. Cinematics are always good, If anyone has a Bow and Arrow and they roll a 20 have them fire the arrow through one bad guy and into another.
https://www.youtube.com/user/Bon3zmann/playlists
If you're still looking for some info I've started a blog you are welcome to follow. :)
https://gothixpnk.wixsite.com/advanceyourdungeons/tome/