I've been playing D&D consistently for about 3yrs now and used to play it very frequently as a kid. I have a bit of a history with the game but not so much running games. In our group though we've begun throwing in the occasional one shot to break up our main campaign and the players have been rotating as the DM. I've run one game before and mainly I really would like any tips the more experienced DM's would have on running fun one shots efficiently so it can be contained within one session. Mind you we don't have short sessions and usually run our games for 4-6hrs.
Make sure you have the One-Shot guide thoroughly read over. That being said don't completely rely on it. It's a guide, not a rulebook, prepare for improvisation. Your players might want to pull some whacky tricks, and if so allow them. Think less of how to get them back on course and realistically what implications are to their actions. Be assertive with rules, when you're used to playing, you're used to following rules of the DM, now since you are the DM you make the rules. Just make sure that your players know they're the rules. And lastly this is the biggest advice I could ever give you, this is their one-shot, not yours. All that matters is the way they're playing. And if you're ever scared about how much time you need to pass, don't be afraid to alter a few things. If you feel like they're taking down enemies to quickly add more. If they take down the boss too quick, give it more health. Don't pull punches either. But make sure you know where they stand, hurt them but don't kill them adds tension which makes it fun.
Make sure that you understand the player's choices when they are creating their character. Like, if a rogue takes the Crossbow Expert feat, and wants to attack with short sword first, then use the feat to shot the hand crossbow, but still add his/her dexterity modifier to the damage. You as a DM have the call in weather that works or not. So create characters with your players.
No evil characters. I highly recommend that you request your players to play non evil characters. It adds an extra layer of needed work for the DM. Which you should not have to deal with. The same tip applies for neutral characters. Or at least tell the neutral PCs that neutral doesn't mean that every plot hook you throw at them is to be ignored. I have had a few neutral PCs, and they always ignored things. And ended up being more chaotic than neutral. So just make sure that your players are of playable or at least alignments of which you are comfortable with.
You have a lot to take care of as a DM. So if a sorcerer casts, Thunderwave. And you don't remember the radius or range of thunderwave, ask the player to read the spell out. This makes it easier for you both to maybe remember it later, and if you ask them to read the entire spell out loud. Casting time, duration, radius, damage and everything, it reduces the chance of them cheating it. Of course, if you trust your players you won't need this but just to give you a heads up.
No need for grand artifacts or political intrigue. If you like it, and you can manage political stuff, then go right ahead. But it can be tasking. The Lawful Evil stuff is still a part of dnd I struggle with greatly. Both for games in general, but also as a new DM, you don't need to create grand artifacts or legendary +3 longswords of awesomeness. And for a party of 5 people (I don't know how many you are) 500 gold is a lot! Yes it's only 100 gp for each but at level one, 70 gold for one character is good. Not for 5 sessions but you don't need to give low level PCs grand rewards (unless that's the type of game you like to run).
If you have 2 players, they are very easily killed. So 4 goblins can be a challenging encounter if done right. If you have two players, fewer enemies but buffed at higher levels is probably the way to go. If you have 4 players, don't underestimate the damage they can do. Expect the fighter/ranger/barbarian to tank the damage. So very quickly (around lvl 3 or 4) their hp has grown so they can take a few traps as well. A level 4 rogue, with sneak attack and two attacks can deal some good damage. Around 20. So following that up with a strike from a greataxe, and perhaps a firebolt too. Damage a round can easily reach 30. But 4 players isn't my expertise so I think you're better of feeling it for yourself here. Finally, the dreaded 6 player group can deal OH SO MUCH DAMAGE. To give you an idea. The Husk zombie dude from Critical Role Campaign 2 episode 1, he took around 74 damage. 6 players help a DM in both being able to take on higher hp opponents, and multible opponents at the same time.
Of course, all of this depends on level, amount of players, etc. But the most important tip. The grandest and most honorable DM tip. The one that all DMs follow, or fall from grace.
Have. Fun! ^^
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Hi all,
I've been playing D&D consistently for about 3yrs now and used to play it very frequently as a kid. I have a bit of a history with the game but not so much running games. In our group though we've begun throwing in the occasional one shot to break up our main campaign and the players have been rotating as the DM. I've run one game before and mainly I really would like any tips the more experienced DM's would have on running fun one shots efficiently so it can be contained within one session. Mind you we don't have short sessions and usually run our games for 4-6hrs.
I'd appreciate any tips and advice. Thanks!
Make sure you have the One-Shot guide thoroughly read over. That being said don't completely rely on it. It's a guide, not a rulebook, prepare for improvisation. Your players might want to pull some whacky tricks, and if so allow them. Think less of how to get them back on course and realistically what implications are to their actions. Be assertive with rules, when you're used to playing, you're used to following rules of the DM, now since you are the DM you make the rules. Just make sure that your players know they're the rules. And lastly this is the biggest advice I could ever give you, this is their one-shot, not yours. All that matters is the way they're playing. And if you're ever scared about how much time you need to pass, don't be afraid to alter a few things. If you feel like they're taking down enemies to quickly add more. If they take down the boss too quick, give it more health. Don't pull punches either. But make sure you know where they stand, hurt them but don't kill them adds tension which makes it fun.
That was my fiance under my account but thanks for the info!
Make sure that you understand the player's choices when they are creating their character. Like, if a rogue takes the Crossbow Expert feat, and wants to attack with short sword first, then use the feat to shot the hand crossbow, but still add his/her dexterity modifier to the damage. You as a DM have the call in weather that works or not. So create characters with your players.
No evil characters. I highly recommend that you request your players to play non evil characters. It adds an extra layer of needed work for the DM. Which you should not have to deal with. The same tip applies for neutral characters. Or at least tell the neutral PCs that neutral doesn't mean that every plot hook you throw at them is to be ignored. I have had a few neutral PCs, and they always ignored things. And ended up being more chaotic than neutral. So just make sure that your players are of playable or at least alignments of which you are comfortable with.
You have a lot to take care of as a DM. So if a sorcerer casts, Thunderwave. And you don't remember the radius or range of thunderwave, ask the player to read the spell out. This makes it easier for you both to maybe remember it later, and if you ask them to read the entire spell out loud. Casting time, duration, radius, damage and everything, it reduces the chance of them cheating it. Of course, if you trust your players you won't need this but just to give you a heads up.
No need for grand artifacts or political intrigue. If you like it, and you can manage political stuff, then go right ahead. But it can be tasking. The Lawful Evil stuff is still a part of dnd I struggle with greatly. Both for games in general, but also as a new DM, you don't need to create grand artifacts or legendary +3 longswords of awesomeness. And for a party of 5 people (I don't know how many you are) 500 gold is a lot! Yes it's only 100 gp for each but at level one, 70 gold for one character is good. Not for 5 sessions but you don't need to give low level PCs grand rewards (unless that's the type of game you like to run).
If you have 2 players, they are very easily killed. So 4 goblins can be a challenging encounter if done right. If you have two players, fewer enemies but buffed at higher levels is probably the way to go.
If you have 4 players, don't underestimate the damage they can do. Expect the fighter/ranger/barbarian to tank the damage. So very quickly (around lvl 3 or 4) their hp has grown so they can take a few traps as well. A level 4 rogue, with sneak attack and two attacks can deal some good damage. Around 20. So following that up with a strike from a greataxe, and perhaps a firebolt too. Damage a round can easily reach 30. But 4 players isn't my expertise so I think you're better of feeling it for yourself here.
Finally, the dreaded 6 player group can deal OH SO MUCH DAMAGE. To give you an idea. The Husk zombie dude from Critical Role Campaign 2 episode 1, he took around 74 damage. 6 players help a DM in both being able to take on higher hp opponents, and multible opponents at the same time.
Of course, all of this depends on level, amount of players, etc. But the most important tip. The grandest and most honorable DM tip. The one that all DMs follow, or fall from grace.
Have. Fun! ^^