Hi! So, my friends and I have never played D&D (well one of us has once), but a lot of us have wanted to... long story short we're gonna do this and see what happens.
I have taken up the role of the GM. I 've done a ton of reading, I've written handouts that summarize some of the more complex rules, I've helped my friends figure out how to set up character sheets, and now we're preparing for our first session in a week or so (session zero is this week).
I had a lot of the work done for me by purchasing a sandbox module that included a bunch of storylines that my PCs can choose to delve into or not (some major, some minor), a timeline, premade NPCs and maps already for this city. I've just been going through and tailoring it, adding more notes for me such as descriptions, trying to plan a handful of encounters near where the party will start so that they'll get some hands on practice at combat (which we're simplifying) early on.
If you have any advice to all that, I'd love to hear it.
My actual question:
We're using VTT maps. I mainly want them so that the PCs get a visual layout of where we're at and we can track where they've explored already (with fog of war)... But I really want to focus on regular verbal description for most things and leave it open to quick improvisation and change on my part so that I can react to how the PCs might take things in a different direction than I had thought they would.
Do I need to have my maps filled with NPC tokens and whatnot? Or can I just have the PC tokens moving about as we go and then drop enemy tokens for the encounters or... if they decide to beat up the innkeeper?
It's up to you. Having the map clear of tokens and manually putting them in as needed allows for more improv, but also slows things down as you prep the map but adding units based on decisions. You could also just place a few tokens that you think you may need and set them to hidden and just reveal them as needed to make things quicker in most instances.
Honestly, I've always preferred theatre of the mind, I've never been the biggest fan of minis and such which is what a VTT aims to emulate. It really does depend on your playstyle and the style of your players. If you know what your playstyle is that will help you decide.
I like to make clear in session zero that I only place tokens on a VTT if they are likely to be active combatants or are at risk of damage/be killed.
Hi! So, my friends and I have never played D&D (well one of us has once), but a lot of us have wanted to... long story short we're gonna do this and see what happens.
I have taken up the role of the GM. I 've done a ton of reading, I've written handouts that summarize some of the more complex rules, I've helped my friends figure out how to set up character sheets, and now we're preparing for our first session in a week or so (session zero is this week).
I had a lot of the work done for me by purchasing a sandbox module that included a bunch of storylines that my PCs can choose to delve into or not (some major, some minor), a timeline, premade NPCs and maps already for this city. I've just been going through and tailoring it, adding more notes for me such as descriptions, trying to plan a handful of encounters near where the party will start so that they'll get some hands on practice at combat (which we're simplifying) early on.
If you have any advice to all that, I'd love to hear it.
My actual question:
We're using VTT maps. I mainly want them so that the PCs get a visual layout of where we're at and we can track where they've explored already (with fog of war)... But I really want to focus on regular verbal description for most things and leave it open to quick improvisation and change on my part so that I can react to how the PCs might take things in a different direction than I had thought they would.
Do I need to have my maps filled with NPC tokens and whatnot? Or can I just have the PC tokens moving about as we go and then drop enemy tokens for the encounters or... if they decide to beat up the innkeeper?
It's up to you. Having the map clear of tokens and manually putting them in as needed allows for more improv, but also slows things down as you prep the map but adding units based on decisions. You could also just place a few tokens that you think you may need and set them to hidden and just reveal them as needed to make things quicker in most instances.
Honestly, I've always preferred theatre of the mind, I've never been the biggest fan of minis and such which is what a VTT aims to emulate. It really does depend on your playstyle and the style of your players. If you know what your playstyle is that will help you decide.
I like to make clear in session zero that I only place tokens on a VTT if they are likely to be active combatants or are at risk of damage/be killed.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.