I am new to the DM world, and have only been a player for about 2 years. I play in a Greyhawk game with rules mixed in from 1e, 2e, and 3.5e. I am starting a new adventure in the Forgotten Realms using 5e. I have read the Dungeon Master Guide and Players Handbook but want to know if there is anything else I should know or keep in mind. Players want a more story driven campaign so I am looking for a good one to follow. We will be primarily on the Sword Coast, but I don't have a direction for the story yet. If there are any other online resources that would make it easier please share, always looking for new inspiration and anything to make things easier and more enjoyable!
Hi, I'm not sure if this well help. I'm a fairly new DM, think this 2nd year for me.
I use pre made campaigns and then just change areas NCPs ect. In forgotten realms and 5E. I started of with the starter kit, that has lost mines of phandelever. I know alot of poeple don't like it but it was fun for us.
I'm now just setting up Storm Kings Thunder, which is forgotten realms setting but bigger scale.
Anyway not sure if that helps but felt like replying.
I suggest you use pre-made modules until you are comfortable with it.
Also real life is very different than Online game. In real life I like some good music, low enough to talk over, plus some special sound effects. Feel free to pound the table when a giant comes walking up. Dice and figurines getting knocked over adds to the ambiance. Stand up and speak loudly. Or get on your knees with your eyes peeking over the table when speaking as a pixie.
Online, I strongly suggest no music and few if any sound effects. Volume and mixing varies by peoples home computers and it can take 10 minutes to get it right. Not worth the time and effort.
With regards to content. There are a host of options from using an older D&D module and updating to 5e , using WotC and 3pp material as it is written, to using a pad of graph paper, a notebook and generating your own. I have included in my Signature a link to a file i keep of online resources which can aid a DM of any experience when prepping for their game.
On the subject background music and sound effects they take time to set up in VTT's and but once you have them set up if you the GM you can control the volume or blow out everyone's ears. It will be up to you to decide if it is worth the time to do so.
If you are familiar with earlier rulesets and you want to experiment with the mechanics from those editions. Do it, the game is yours.
Watch Movies, Read Books, Pay attention to things other DM's do in their games and discuss them here online, or in private with those DM's, Don't be afraid to ask your group about adventure ideas you might have. Or to ask them Hey what kind of content would you like to see. Also remember to relax and enjoy the time with your friends.
I am new to the DM world, and have only been a player for about 2 years. I play in a Greyhawk game with rules mixed in from 1e, 2e, and 3.5e. I am starting a new adventure in the Forgotten Realms using 5e. I have read the Dungeon Master Guide and Players Handbook but want to know if there is anything else I should know or keep in mind. Players want a more story driven campaign so I am looking for a good one to follow. We will be primarily on the Sword Coast, but I don't have a direction for the story yet. If there are any other online resources that would make it easier please share, always looking for new inspiration and anything to make things easier and more enjoyable!
My best advice would be to utilise the Dragon of Icespire Peak of the starter/essentials kits it truly is the better option for new DMs. Both the original 2014 and newer Starter Kits are focused more on Players than supporting DMs. DoIP is a better choice for the new DM. It'll give you a great scaffold and it's pretty accessible for players too. Beyond that it's really easy to work in downtime activities, random encounters, and your own quests and side missions. It can also be expanded with Storm Kings Thunder, Divine Contention, and a third suppliment on DDB that I can't recall the name of that will take players via milestone from Level 1 through to level 12(ish).
I'd also advise that you limit players to Player's Handbook Content. This will make it easier both on yourself and new players.
I'll give a shoutout to ******* website - it's a really good resource for DMs.
If you're looking for a VTT - Owlbear Rodeo is my handsdown favourite having tried Foundry, FG, Roll20 and D&D Beyond's Maps. It works across a lot of platforms and you can 'cast' a player version of the screen to a TV for inperson play. Secondary to this, if you're looking to mapmake Inkarnate is the cheapest and most complete solution for 2D and Isometric mapmaking that I've come across with a fantastic and supportive Discord community as well as an explore page allowing you to clone and edit some people's maps or download maps too.
For music I highly recommend Bardify and Alexander Nakarada both of whom you can find on Youtube if you're looking for good ambiance stuff.
Finally, and possibly the most important - hold a session zero. Make clear your expectations, hear your player expectations, make it clear whether character death happens in your world, make clear what might get a player disinvited from the table. By the same token, every table has a different dynamic. Every table runs slightly different, and not everyone's playstyles are compatible. Don't be afraid if there is tension to talk it out - as early as possible. If talk doesn't work - don't be afraid to remove someone from the table. It's okay if playstyles are mismatched so poorly that you don't feel like they're a player you can work with - it happens sometimes. Everyone is there to have fun though, so keep that in mind.
I'm going to suggest the book "The game master's handbook to Proactive Roleplaying". It walks you through how to create a player driven, proactive story. This means helping you and the players put forward what they want then tailoring the story to allow them to explore those desires, within the confines of your overall story. It isn't a long book and pretty easy to read and even includes a "fill in the blank" one shot adventure at the end to practice the skills from the book. Actually, the entire Game Master's Handbook series is pretty awesome.
But honestly other than keeping a cheat sheet of basic mechanics and a few things like that around, my best advice is to just start. Do it. Stop overthinking and just go. It can be so easy to wander aimlessly through sources and references and get overwhelmed. Follow that up with talking to your players and what they want. Give them one of those pre-campaign questionnaires you can find floating around the interwebs. And then talk to them after the sessions too if you are really unsure.
"Yes, and..." and "No, but..." are also 2 of your best tools ever.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I am new to the DM world, and have only been a player for about 2 years. I play in a Greyhawk game with rules mixed in from 1e, 2e, and 3.5e. I am starting a new adventure in the Forgotten Realms using 5e. I have read the Dungeon Master Guide and Players Handbook but want to know if there is anything else I should know or keep in mind. Players want a more story driven campaign so I am looking for a good one to follow. We will be primarily on the Sword Coast, but I don't have a direction for the story yet. If there are any other online resources that would make it easier please share, always looking for new inspiration and anything to make things easier and more enjoyable!
Hi, I'm not sure if this well help. I'm a fairly new DM, think this 2nd year for me.
I use pre made campaigns and then just change areas NCPs ect. In forgotten realms and 5E. I started of with the starter kit, that has lost mines of phandelever. I know alot of poeple don't like it but it was fun for us.
I'm now just setting up Storm Kings Thunder, which is forgotten realms setting but bigger scale.
Anyway not sure if that helps but felt like replying.
I suggest you use pre-made modules until you are comfortable with it.
Also real life is very different than Online game. In real life I like some good music, low enough to talk over, plus some special sound effects. Feel free to pound the table when a giant comes walking up. Dice and figurines getting knocked over adds to the ambiance. Stand up and speak loudly. Or get on your knees with your eyes peeking over the table when speaking as a pixie.
Online, I strongly suggest no music and few if any sound effects. Volume and mixing varies by peoples home computers and it can take 10 minutes to get it right. Not worth the time and effort.
Forget all the rules you remember from earlier editions. 5e is completely different.
With regards to content. There are a host of options from using an older D&D module and updating to 5e , using WotC and 3pp material as it is written, to using a pad of graph paper, a notebook and generating your own. I have included in my Signature a link to a file i keep of online resources which can aid a DM of any experience when prepping for their game.
On the subject background music and sound effects they take time to set up in VTT's and but once you have them set up if you the GM you can control the volume or blow out everyone's ears. It will be up to you to decide if it is worth the time to do so.
If you are familiar with earlier rulesets and you want to experiment with the mechanics from those editions. Do it, the game is yours.
Watch Movies, Read Books, Pay attention to things other DM's do in their games and discuss them here online, or in private with those DM's, Don't be afraid to ask your group about adventure ideas you might have. Or to ask them Hey what kind of content would you like to see. Also remember to relax and enjoy the time with your friends.
My best advice would be to utilise the Dragon of Icespire Peak of the starter/essentials kits it truly is the better option for new DMs. Both the original 2014 and newer Starter Kits are focused more on Players than supporting DMs. DoIP is a better choice for the new DM. It'll give you a great scaffold and it's pretty accessible for players too. Beyond that it's really easy to work in downtime activities, random encounters, and your own quests and side missions. It can also be expanded with Storm Kings Thunder, Divine Contention, and a third suppliment on DDB that I can't recall the name of that will take players via milestone from Level 1 through to level 12(ish).
I'd also advise that you limit players to Player's Handbook Content. This will make it easier both on yourself and new players.
I'll give a shoutout to ******* website - it's a really good resource for DMs.
If you're looking for a VTT - Owlbear Rodeo is my handsdown favourite having tried Foundry, FG, Roll20 and D&D Beyond's Maps. It works across a lot of platforms and you can 'cast' a player version of the screen to a TV for inperson play. Secondary to this, if you're looking to mapmake Inkarnate is the cheapest and most complete solution for 2D and Isometric mapmaking that I've come across with a fantastic and supportive Discord community as well as an explore page allowing you to clone and edit some people's maps or download maps too.
For music I highly recommend Bardify and Alexander Nakarada both of whom you can find on Youtube if you're looking for good ambiance stuff.
Finally, and possibly the most important - hold a session zero. Make clear your expectations, hear your player expectations, make it clear whether character death happens in your world, make clear what might get a player disinvited from the table. By the same token, every table has a different dynamic. Every table runs slightly different, and not everyone's playstyles are compatible. Don't be afraid if there is tension to talk it out - as early as possible. If talk doesn't work - don't be afraid to remove someone from the table. It's okay if playstyles are mismatched so poorly that you don't feel like they're a player you can work with - it happens sometimes. Everyone is there to have fun though, so keep that in mind.
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.
I'm going to suggest the book "The game master's handbook to Proactive Roleplaying". It walks you through how to create a player driven, proactive story. This means helping you and the players put forward what they want then tailoring the story to allow them to explore those desires, within the confines of your overall story. It isn't a long book and pretty easy to read and even includes a "fill in the blank" one shot adventure at the end to practice the skills from the book. Actually, the entire Game Master's Handbook series is pretty awesome.
But honestly other than keeping a cheat sheet of basic mechanics and a few things like that around, my best advice is to just start. Do it. Stop overthinking and just go. It can be so easy to wander aimlessly through sources and references and get overwhelmed. Follow that up with talking to your players and what they want. Give them one of those pre-campaign questionnaires you can find floating around the interwebs. And then talk to them after the sessions too if you are really unsure.
"Yes, and..." and "No, but..." are also 2 of your best tools ever.