Hi! This is my first post on this forum so I apologize for breaking any un-written etiquette.
My name is Crisp, and just this afternoon I was hired on at a big game shop in my city to become an intern for hosting Dungeons and Dragons campaigns in their large room, this internship eventually leading into a full-time paid position (involving hosting games for live-streams, at local theatres, representing them at conventions, etc.)... so needless to say that right now? I'm scared pretty witless.
For some background, I've only been a Dungeon Master for roughly two years, almost exclusively playing with my best friend and an assortment of my friends at the time. My best friend has always been holding my reigns in a way when we play, he remembers the rules for me most times, reminds me of plot-holes I create, and generally assisting me in my performance.
But now I'm not going to have any of his help, its up to me to work to this shops standard and do my best, and that being said... holy cow I jumped straight here to ask for help!
I took down notes for my post live-session interview and I circled some of the biggest things the lead Dungeon Master said I needed to improve on, the things he said I didnt need to improve on where my characters in the story, I have a big background in acting, VO, and improv so making my characters come to life is my strong suit. so I guess I'm just asking if anyone has any advice, videos, books, etc. that could help me improve in these areas. I would, REALLY appreciate it, thank you, so much :)
- how to balance pacing with detail
- making Creative challenges for players
- talking to the players' personal lore
- manifesting player characters better in the little things
Any other tips would be awesome, I really appreciate anybody for even just reading this, and once again, thank you!
And, wow! That sounds like an awesome position, I'm admittedly super jealous of you so I hope it all goes well. Here are my three go-to YouTube channels for DM advice:
First, Office Hours with Adam Koebel. This is a great GM advice show run by one of the creators of Dungeon World. Some of his videos are unrelated to D&D, but I'd argue that almost all of them have a lot of value for how to run games effectively. If you like Adam's advice, I'd suggest watching the games he runs on Twitch for the RollPlay channel on itmejp.
Second, Running the Game with Matthew Colville is another fantastic series. All of Matt Colville's videos are specific to running Dungeons & Dragons; this guy knows how to make the game fun, exciting, and dramatic for your players!
Third, I'm sure you've heard of Critical Role? Matthew Mercer also did a GM advice series on YouTube. I'd say a lot of what he's made is for newer DMs, but there are nuggets of great advice in there that help with things like organization and characterization.
In searching for other messages, I found this thread, and started watching some of this content.
Really good stuff! Thanks for posting those links, I really like what I've seen from Matthew Colville so far, the eps are short, to the point and I would definitely recommend them for those new to DMing or interested in DMing.
Thanks again Lightspeed!
Rollback Post to RevisionRollBack
"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
Along with the videos mentioned prior, I really enjoy The Angry GM. His writing style/gimmick can take some getting used to but if you take the time he's got a lot of really useful thoughts and processes that can help you much of your game and approach.
Along with the videos mentioned prior, I really enjoy The Angry GM. His writing style/gimmick can take some getting used to but if you take the time he's got a lot of really useful thoughts and processes that can help you much of your game and approach.
I really like the Angry GM.
I also find The Monsters Know to be helpful for thinking about how various mooks think.
Rollback Post to RevisionRollBack
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
I'm not sure what information you gained from the recommended websites/videos and I'm not sure even if you are still doing the job but I have a few words of wisdom if you are still looking for them -
Setting Up the Game -
Start small
Begin creating where the adventure starts, literally. If that's an Inn, a celebration, a house, a prison, a dungeon, a castle, a funeral etc, begin by detailing the encounter and the location. If you're playing with inexperienced players then the tavern or throne room is an oldie but goodie to get the campaign started. If you are playing with a more experienced group, be more creative. Have them all appear in the middle of a battle after a wizard/demon/angel has gated them in only to witness the wizard perish/disappear leaving them all staring at each other in an unknown location. Perhaps they are overlooking of a village festival from a nearby hill when a group of soldier/monsters sweep in to kill and capture the people before they can rush down to help. Perhaps they are retired adventures, brought back together by the disappearance of a friend. There are so many possible scenarios but that first introduction sets the scene for the rest of the game.
Backgrounds - Grow with the characters
Develop the world and the campaign based on the interests and motivations of the players. Before the campaign begins, provide the players with an outline of the world. You might provide a world map or just a map of the local area, but giving them an idea of where different races/people lives starts to fuel their imaginations. In this handout, make sure you include any non-negotiables and limitations (ie perhaps there is no dwarves in your world or warlocks?)
After this point, ask the players to create their characters.Try and encourage a well rounded group with varying classes and races particularly if this will be a long term game. Then comes the most important part - get the players to create a background story. This is crucial! Once this is done you can help work with the players to adjust their character backgrounds to suit your campaign and possible adventure ideas. After the players have their backgrounds completed and characters written up, they will already be excited to play their creation and will be invested in your world before you have even started!
Now you can modify and write your adventures to suit your players interests and motivations. This will ensure that the players are excited to play and feel like they are driving the adventure rather than just being passengers. If the adventures and campaign are fueled by the characters backgrounds and written to motivate the players, then you're on to a winner.
The first episodes are hosted by Matt Mercer, the rest by Satine Phoenix which I actually found more intersting, because they are "more meta" than Matt's pretty practical tips.
From what you have written, it sounds to me, like you will play modules for presentation that the game shop wants to sell to customers? This might call for having pre-made characters for changing player groups. If you could get more into detail about how the groups will be set up, I might give more specific advise.
I'm late to the party, but I come with a gem of knowledge.
Michael Shae's book titled the lazy dungeon master
A physical book is good great, however I find a physical book and the audio book version are grand. Just plop on the book in short segments and don't forget to pause when creativity strikes!
Hi! This is my first post on this forum so I apologize for breaking any un-written etiquette.
My name is Crisp, and just this afternoon I was hired on at a big game shop in my city to become an intern for hosting Dungeons and Dragons campaigns in their large room, this internship eventually leading into a full-time paid position (involving hosting games for live-streams, at local theatres, representing them at conventions, etc.)... so needless to say that right now? I'm scared pretty witless.
For some background, I've only been a Dungeon Master for roughly two years, almost exclusively playing with my best friend and an assortment of my friends at the time. My best friend has always been holding my reigns in a way when we play, he remembers the rules for me most times, reminds me of plot-holes I create, and generally assisting me in my performance.
But now I'm not going to have any of his help, its up to me to work to this shops standard and do my best, and that being said... holy cow I jumped straight here to ask for help!
I took down notes for my post live-session interview and I circled some of the biggest things the lead Dungeon Master said I needed to improve on, the things he said I didnt need to improve on where my characters in the story, I have a big background in acting, VO, and improv so making my characters come to life is my strong suit. so I guess I'm just asking if anyone has any advice, videos, books, etc. that could help me improve in these areas. I would, REALLY appreciate it, thank you, so much :)
- how to balance pacing with detail
- making Creative challenges for players
- talking to the players' personal lore
- manifesting player characters better in the little things
Any other tips would be awesome, I really appreciate anybody for even just reading this, and once again, thank you!
- Crisp.
Welcome to the forums, Crisp.
And, wow! That sounds like an awesome position, I'm admittedly super jealous of you so I hope it all goes well. Here are my three go-to YouTube channels for DM advice:
First, Office Hours with Adam Koebel. This is a great GM advice show run by one of the creators of Dungeon World. Some of his videos are unrelated to D&D, but I'd argue that almost all of them have a lot of value for how to run games effectively. If you like Adam's advice, I'd suggest watching the games he runs on Twitch for the RollPlay channel on itmejp.
Second, Running the Game with Matthew Colville is another fantastic series. All of Matt Colville's videos are specific to running Dungeons & Dragons; this guy knows how to make the game fun, exciting, and dramatic for your players!
Third, I'm sure you've heard of Critical Role? Matthew Mercer also did a GM advice series on YouTube. I'd say a lot of what he's made is for newer DMs, but there are nuggets of great advice in there that help with things like organization and characterization.
Thank you so much for your advice, and yes, I do feel bad whenever I mention my job opportunity to more veteran DM's, but thats why I want to improve!
I love Matthew colville's videos actually, and have been watching them all night! I have not heard of Adam Koebel before and will write that one down.
Once again thanks buckets for your help!
- Crisp.
In searching for other messages, I found this thread, and started watching some of this content.
Really good stuff! Thanks for posting those links, I really like what I've seen from Matthew Colville so far, the eps are short, to the point and I would definitely recommend them for those new to DMing or interested in DMing.
Thanks again Lightspeed!
"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
Along with the videos mentioned prior, I really enjoy The Angry GM. His writing style/gimmick can take some getting used to but if you take the time he's got a lot of really useful thoughts and processes that can help you much of your game and approach.
I really like the Angry GM.
I also find The Monsters Know to be helpful for thinking about how various mooks think.
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
I'm not sure what information you gained from the recommended websites/videos and I'm not sure even if you are still doing the job but I have a few words of wisdom if you are still looking for them -
Setting Up the Game -
Start small
Begin creating where the adventure starts, literally. If that's an Inn, a celebration, a house, a prison, a dungeon, a castle, a funeral etc, begin by detailing the encounter and the location. If you're playing with inexperienced players then the tavern or throne room is an oldie but goodie to get the campaign started. If you are playing with a more experienced group, be more creative. Have them all appear in the middle of a battle after a wizard/demon/angel has gated them in only to witness the wizard perish/disappear leaving them all staring at each other in an unknown location. Perhaps they are overlooking of a village festival from a nearby hill when a group of soldier/monsters sweep in to kill and capture the people before they can rush down to help. Perhaps they are retired adventures, brought back together by the disappearance of a friend. There are so many possible scenarios but that first introduction sets the scene for the rest of the game.
Backgrounds - Grow with the characters
Develop the world and the campaign based on the interests and motivations of the players. Before the campaign begins, provide the players with an outline of the world. You might provide a world map or just a map of the local area, but giving them an idea of where different races/people lives starts to fuel their imaginations. In this handout, make sure you include any non-negotiables and limitations (ie perhaps there is no dwarves in your world or warlocks?)
After this point, ask the players to create their characters.Try and encourage a well rounded group with varying classes and races particularly if this will be a long term game. Then comes the most important part - get the players to create a background story. This is crucial! Once this is done you can help work with the players to adjust their character backgrounds to suit your campaign and possible adventure ideas. After the players have their backgrounds completed and characters written up, they will already be excited to play their creation and will be invested in your world before you have even started!
Now you can modify and write your adventures to suit your players interests and motivations. This will ensure that the players are excited to play and feel like they are driving the adventure rather than just being passengers. If the adventures and campaign are fueled by the characters backgrounds and written to motivate the players, then you're on to a winner.
Geek & Sundry has a video collection called "GM Tips" on YouTube:
https://www.youtube.com/playlist?list=PL7atuZxmT9570U87GhK_20NcbxM43vkom
The first episodes are hosted by Matt Mercer, the rest by Satine Phoenix which I actually found more intersting, because they are "more meta" than Matt's pretty practical tips.
Web DM is not too bad, although on some occasion a bit too much rambling about a single topic
https://www.youtube.com/channel/UC7XFmdssWgaPzGyGbKk8GaQ
From what you have written, it sounds to me, like you will play modules for presentation that the game shop wants to sell to customers? This might call for having pre-made characters for changing player groups. If you could get more into detail about how the groups will be set up, I might give more specific advise.
I'm late to the party, but I come with a gem of knowledge.
Michael Shae's book titled the lazy dungeon master
A physical book is good great, however I find a physical book and the audio book version are grand. Just plop on the book in short segments and don't forget to pause when creativity strikes!