So like the title says new to being a DM and I am doing a homebrew with some friends. I have no issues writing stories and designing npc’s... but I al struggling with prep before a session.
can some experienced dm’s help me make a to do list for prep so I can have everything I need ready for the session? Like what all do I need in front of me on paper. Also any advice for a makeshift DM screen? Short of cash atm and have to improvise since last session I struggled with a note book trying to make it stand...
just trying to give my players the best I can since they are taking the time to come out and Being patient with me.
I can't say much about the screen, but i have plenty of advice about prep. First of all, you need to be completely ready for anything the players might do. You might plop them into a town having a whole story planned only to find out that your entire party has left to explore the mountains. Just make sure that you have everything fleshed out beforehand. Also, i have found that having the stat block of all of your NPCs is essential, even if they are Neutral or Good. Too many times have my players initiated combat with a random bartender or a drunk on the street. A map of where they are is also important, but not as. Just make sure that you can consistently describe their surroundings without being totally different the next session. And encounters. Encounters are more important than you might think. It helps the story flow better. So, overall,
- Prepared for wild character
- Stat blocks
- A map (or description of the setting)
- Planned encounters
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I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past, I will turn the inner eye to see its path. Where the fear has gone, there will be nothing. Only I will remain.
For a DM screen, just tape two pieces of cardboard together (three if you like a three piece one). However, you only need a screen if you want to be able to hide die rolls from your players. If you roll in the open then you don't need a screen unless you have quick reference materials attached to it (which is probably less relevant in 5e than in earlier editions).
As for preparation, a lot of it is mental.
Try to imagine the world you are preparing for the characters.
- geography (town: general street layout, important locations ; wilderness: roads/paths, routes to destination, places the characters could choose to go)
- plots (what NPCs can the PCs interact with, what are they likely to say, what places of interest or information will they provide?, what are the PCs likely to do with that information?)
When the session starts, you describe where the party is, what they were doing last and maybe a few reminders of what they know (in case they don't take notes) then find out what they want to do. The players drive the story progression.
- locations (have a list of locations where they might choose to go with varying levels of detail, have a list of encounters, have monster stat blocks you plan to use bookmarked, try to make the encounters logically fit the plot and progression)
Before play, review the places you think it most likely that they will go. If some of those places need some more detail then add it. Remember that as long as the players don't yet know where something is that you can move it. The world is entirely fluid and flexible on your side - it is only fixed after the players have received specific information or encountered it and even then the parts they haven't seen can STILL be modified or moved as required for the plot. Some of the time things will be left as originally designed but the world has to be able to respond to the player actions so the overall world will be fluid and changing in response to both the actions of the players, to other NPCs and to greater events in the world.
Finally, players will always do the unexpected. They may misinterpret something you say and head off in the completely wrong direction. This is NOT a problem. If their interpretation makes as much sense or more as your original or could be even more fun then just move the encounter/dungeon to fit with what the players think as long as you aren't contradicting something else you already told them. Making adjustments like this means that you need to make notes during play for yourself so you can update the campaign with corrections/changes/updates in response to both player actions and modifications you make during play.
Anyway, in the end, the key to DMing is have a plan, know your world, and always be ready to change and improvise :) ... you are telling a story together with your players and it doesn't have to be the story you planned when the session started.
Have a list of random names. Players will ask for the name of gate guard #4 and you want to be ready. Then, after you use a name, jot down who they were, so you can incorporate it if the person comes up again. Now, if they are asking just to mess with you, you can always say “Bob, every random person in the world is named Bob, or Roberta. Now stop screwing around and let’s get back to it.” Deliver it with a smile and everyone has a laugh and you move on. Usually that’s enough to stop them asking.
If you had them make backstories, I usually include a cliffs notes version in easy reach, so if a player says, my younger sister, no, my other younger sister, you have that ready to go.
Plan out one more combat than you think you’ll need, if you end up not using it, you’re already ahead for next session.
If players are going to have to make a big choice: “Do we follow the north road, or stay here in town to search for clues” I always try to have them make it at the end of the session, so I know what to prep for next time. I’m also not bashful about an out-of-character discussion about this, and tell them frankly, it’s so I know what to prep for next time. They are usually understanding about me not wanting to prep for multiple possibilities.
David beat me to the cardboard idea for a screen. One advantage to making your own is you can hang maps or other thing characters might know on the player-facing side. Or if you have a small second table, you can keep that to one side and roll/keep your notes on it.
If you're comfortable with having a laptop/tablet at the table, here are some good resources https://www.dnd-compendium.com
Also, a lot of people don't realize google has a built in dice roller. Just type 3d6 +2 into the search bar and it will roll and apply the modifier. You will see the roll of each die and the total.
My session prep is simple. I take a lot of notes on what the players did last session and write up how that effects things. Then change the world and funnel that into the story. Before the session I read over what happened last time and have a monolog to tell players bits and pieces to remind them as well.
I don't use a GM screen. I take notes and I open roll in front of my players hiding nothing. So you don't need a GM screen at all. I use a home made PC program for initiave and effects and anything I need it for to give visual to the players. They are quite happy about it.
So do what you feel is enough to keep everything going.
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So like the title says new to being a DM and I am doing a homebrew with some friends. I have no issues writing stories and designing npc’s... but I al struggling with prep before a session.
can some experienced dm’s help me make a to do list for prep so I can have everything I need ready for the session? Like what all do I need in front of me on paper. Also any advice for a makeshift DM screen? Short of cash atm and have to improvise since last session I struggled with a note book trying to make it stand...
just trying to give my players the best I can since they are taking the time to come out and Being patient with me.
I can't say much about the screen, but i have plenty of advice about prep. First of all, you need to be completely ready for anything the players might do. You might plop them into a town having a whole story planned only to find out that your entire party has left to explore the mountains. Just make sure that you have everything fleshed out beforehand. Also, i have found that having the stat block of all of your NPCs is essential, even if they are Neutral or Good. Too many times have my players initiated combat with a random bartender or a drunk on the street. A map of where they are is also important, but not as. Just make sure that you can consistently describe their surroundings without being totally different the next session. And encounters. Encounters are more important than you might think. It helps the story flow better. So, overall,
- Prepared for wild character
- Stat blocks
- A map (or description of the setting)
- Planned encounters
I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past, I will turn the inner eye to see its path. Where the fear has gone, there will be nothing. Only I will remain.
- Litany Against Fear, Frank Herbert
Thanks!
For a DM screen, just tape two pieces of cardboard together (three if you like a three piece one). However, you only need a screen if you want to be able to hide die rolls from your players. If you roll in the open then you don't need a screen unless you have quick reference materials attached to it (which is probably less relevant in 5e than in earlier editions).
As for preparation, a lot of it is mental.
Try to imagine the world you are preparing for the characters.
- geography (town: general street layout, important locations ; wilderness: roads/paths, routes to destination, places the characters could choose to go)
- plots (what NPCs can the PCs interact with, what are they likely to say, what places of interest or information will they provide?, what are the PCs likely to do with that information?)
When the session starts, you describe where the party is, what they were doing last and maybe a few reminders of what they know (in case they don't take notes) then find out what they want to do. The players drive the story progression.
- locations (have a list of locations where they might choose to go with varying levels of detail, have a list of encounters, have monster stat blocks you plan to use bookmarked, try to make the encounters logically fit the plot and progression)
Before play, review the places you think it most likely that they will go. If some of those places need some more detail then add it. Remember that as long as the players don't yet know where something is that you can move it. The world is entirely fluid and flexible on your side - it is only fixed after the players have received specific information or encountered it and even then the parts they haven't seen can STILL be modified or moved as required for the plot. Some of the time things will be left as originally designed but the world has to be able to respond to the player actions so the overall world will be fluid and changing in response to both the actions of the players, to other NPCs and to greater events in the world.
Finally, players will always do the unexpected. They may misinterpret something you say and head off in the completely wrong direction. This is NOT a problem. If their interpretation makes as much sense or more as your original or could be even more fun then just move the encounter/dungeon to fit with what the players think as long as you aren't contradicting something else you already told them. Making adjustments like this means that you need to make notes during play for yourself so you can update the campaign with corrections/changes/updates in response to both player actions and modifications you make during play.
Anyway, in the end, the key to DMing is have a plan, know your world, and always be ready to change and improvise :) ... you are telling a story together with your players and it doesn't have to be the story you planned when the session started.
Have a list of random names. Players will ask for the name of gate guard #4 and you want to be ready. Then, after you use a name, jot down who they were, so you can incorporate it if the person comes up again. Now, if they are asking just to mess with you, you can always say “Bob, every random person in the world is named Bob, or Roberta. Now stop screwing around and let’s get back to it.” Deliver it with a smile and everyone has a laugh and you move on. Usually that’s enough to stop them asking.
If you had them make backstories, I usually include a cliffs notes version in easy reach, so if a player says, my younger sister, no, my other younger sister, you have that ready to go.
Plan out one more combat than you think you’ll need, if you end up not using it, you’re already ahead for next session.
If players are going to have to make a big choice: “Do we follow the north road, or stay here in town to search for clues” I always try to have them make it at the end of the session, so I know what to prep for next time. I’m also not bashful about an out-of-character discussion about this, and tell them frankly, it’s so I know what to prep for next time. They are usually understanding about me not wanting to prep for multiple possibilities.
David beat me to the cardboard idea for a screen. One advantage to making your own is you can hang maps or other thing characters might know on the player-facing side. Or if you have a small second table, you can keep that to one side and roll/keep your notes on it.
If you're comfortable with having a laptop/tablet at the table, here are some good resources https://www.dnd-compendium.com
Also, a lot of people don't realize google has a built in dice roller. Just type 3d6 +2 into the search bar and it will roll and apply the modifier. You will see the roll of each die and the total.
My session prep is simple. I take a lot of notes on what the players did last session and write up how that effects things. Then change the world and funnel that into the story. Before the session I read over what happened last time and have a monolog to tell players bits and pieces to remind them as well.
I don't use a GM screen. I take notes and I open roll in front of my players hiding nothing. So you don't need a GM screen at all. I use a home made PC program for initiave and effects and anything I need it for to give visual to the players. They are quite happy about it.
So do what you feel is enough to keep everything going.