Hi I've just started dming and i would like some advice/tips because well my adventures SUCK so um yeah if i could connect with other dms that'd be great. i do have the dm guide and monster manul and players handbook but i just need some other advice/tips
Have you considered looking for some pre-made adventures to get you started while you build up some experience and learn how adventures are designed?
Otherwise, if you are having some trouble with your current adventure and want some advice, feel free to lay out the basics of what you have going on here and we can help work things out with you to shore up the parts you think aren't going well.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Yeah iv'e thought about getting a book but i dont have any money right now
so pretty much the 2 players defeated a hobgoblin captin its more of im not prepared there's no struction im making it all up on the fly hers a campange that i just made https://ddb.ac/campaigns/join/1351372199679317
Making things up as you go can be fun, but it helps to have a little bit of a narrative through-line that you know ahead of time to help guide you and your story in the direction you want to go.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Tomb of Annihilation is actually a really nice adventure book for starter groups. It has a ton of smaller "side-quest" like adventures that the group can go in in the jungles of Chult without every having to actually interact with the main story line of the adventure. Basically, it is a dungeon book with several mini adventures sprinkled around it. Most of the other Adventure books have less options and are more through-line adventures. I'm also a fan of Tales from the Yawning Portal, as it is something of a "Greatest Hits" book with several adventures from across various D&D editions all gathered together in one place.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Tomb of Annihilation would be the first one you should get as it has more content to work with. Tales from the Yawning Portal should be second, unless you find another adventure that looks interesting to you.
I have to actually disagree with the recommendation for ToA. Released just last fall, it has the strongest mechanics behind it, with the most recent understandings of the rules, but the final chapters are like amazingly difficult for a new troupe to handle. Add to the fact that a major facet of DnD is impossible (Raising lost PCs from the Dead) and you can end up with a group of very dissatisfied and grumpy players. The module starts out very sandboxy with the region of Chult open to the character's to explore, but once in the Tomb you have to deal with the wicked machinations and traps of a evil supra-genius Acerak, most of which are written in a very "And this is the only way to escape from this trap!" way. If you want to run a game using a module, I'd suggest another one, Hoard of the Dragon Queen, Storm Kings Thunder, or even Out of the Abyss. ToA in my opinion is DnD on Hard Mode, and thus not for most troupes. YMMV.
I suggested it mostly for the sand-box fun. There is no real need for the party to deal with the Death Curse, or even mention it for much of the adventure. In fact, a group of new players could just start out in Chult and go on safari-like adventures here and there around the region for a very long time on the side-adventures alone. If the group feels seasoned enough after all of that to actually tackle the back end of the adventure in Omu and the Tomb of the nine gods then they can, though it is quite the experience and can be a little deadly if followed strictly by-the-book.
But yeah, ToA has rules for dinosaur racing and what new players would give up a chance to do that? Or run across goblins that catapult their own village across the jungles? Or follow some jerks to a supposed dragon horde that's full of angry biting fish? Or go fight pirates? Or hunt down random giant turtles with gems growing on their shells? There's just a lot to do in that book that can keep a new group entertained.
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
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Hi I've just started dming and i would like some advice/tips because well my adventures SUCK so um yeah if i could connect with other dms that'd be great. i do have the dm guide and monster manul and players handbook but i just need some other advice/tips
Have you considered looking for some pre-made adventures to get you started while you build up some experience and learn how adventures are designed?
Otherwise, if you are having some trouble with your current adventure and want some advice, feel free to lay out the basics of what you have going on here and we can help work things out with you to shore up the parts you think aren't going well.
Yeah iv'e thought about getting a book but i dont have any money right now
so pretty much the 2 players defeated a hobgoblin captin its more of im not prepared there's no struction im making it all up on the fly hers a campange that i just made https://ddb.ac/campaigns/join/1351372199679317
No, I was talking more of some free adventures, like the stuff done by the One-Page Dungeon Contest folks. You can find some pretty basic adventures online free of charge.
Making things up as you go can be fun, but it helps to have a little bit of a narrative through-line that you know ahead of time to help guide you and your story in the direction you want to go.
Could you send me some links to these adventures ive looked all i could find was summerys and other bs
Here's the link to the Google Drive where you can find all the 2017 entries.
Thx
I also do play at home what book would you recomend tomb of anilahtion etc.
Tomb of Annihilation is actually a really nice adventure book for starter groups. It has a ton of smaller "side-quest" like adventures that the group can go in in the jungles of Chult without every having to actually interact with the main story line of the adventure. Basically, it is a dungeon book with several mini adventures sprinkled around it. Most of the other Adventure books have less options and are more through-line adventures. I'm also a fan of Tales from the Yawning Portal, as it is something of a "Greatest Hits" book with several adventures from across various D&D editions all gathered together in one place.
So both or one of those would be good
Tomb of Annihilation would be the first one you should get as it has more content to work with. Tales from the Yawning Portal should be second, unless you find another adventure that looks interesting to you.
Ok
I have to actually disagree with the recommendation for ToA. Released just last fall, it has the strongest mechanics behind it, with the most recent understandings of the rules, but the final chapters are like amazingly difficult for a new troupe to handle. Add to the fact that a major facet of DnD is impossible (Raising lost PCs from the Dead) and you can end up with a group of very dissatisfied and grumpy players. The module starts out very sandboxy with the region of Chult open to the character's to explore, but once in the Tomb you have to deal with the wicked machinations and traps of a evil supra-genius Acerak, most of which are written in a very "And this is the only way to escape from this trap!" way. If you want to run a game using a module, I'd suggest another one, Hoard of the Dragon Queen, Storm Kings Thunder, or even Out of the Abyss. ToA in my opinion is DnD on Hard Mode, and thus not for most troupes. YMMV.
Okay thanks for all your feed back
I suggested it mostly for the sand-box fun. There is no real need for the party to deal with the Death Curse, or even mention it for much of the adventure. In fact, a group of new players could just start out in Chult and go on safari-like adventures here and there around the region for a very long time on the side-adventures alone. If the group feels seasoned enough after all of that to actually tackle the back end of the adventure in Omu and the Tomb of the nine gods then they can, though it is quite the experience and can be a little deadly if followed strictly by-the-book.
But yeah, ToA has rules for dinosaur racing and what new players would give up a chance to do that? Or run across goblins that catapult their own village across the jungles? Or follow some jerks to a supposed dragon horde that's full of angry biting fish? Or go fight pirates? Or hunt down random giant turtles with gems growing on their shells? There's just a lot to do in that book that can keep a new group entertained.