As the title says I've been playing D&D for just a few months now. I've had a great DM who has a lot of knowledge. He would like to play as a PC so I'm gonna try my hand at the other side of things. I think I'm gonna use module for my first go just to help inspire future endeavors.
So the million dollar question...What the hell am I doing? Where do I start? How much planning? Do i read everything I can possibly absorb about the worlds lore? Any advice or links would be appreciated. I'm gonna be running Ghosts of Saltmarsh. Are there any references available as far as printable maps etc? I could go on. Thanks so much in advance for everything.
1. Understand the overall plot of the module. Read the "set-up" part and then go to the BBEG part, read up on them, and then read the "conclusion" part.
2. Now you have a good idea of what is going on, who is doing it, why, and what the result be if the Party succeeds you can now decide/look at the following: a) Where does the party start, how do they get together, what is the party going to be, etc. This is basic session 0 stuff which should be done far enough in advance that you can make any "nudges" to the module going forward without too much stress. b) Go through the first story arc, more of a scan, you want the "flow" more than the details. c) Figure out what the first 4-6 encounters are going to be (combat, role play, puzzle, explore, random, etc.) and diligently plan for those. Figure one hour per encounter of planning.
You are now ready for session 1. Make some notes on play flow/pace if you get to the point you've exhausted all the planned encounters for your session, do not be afraid to end the session. Try always ending a session on either a Cliffhanger (you burst into the room to see the local bandit leader and his trusty bodyguards. We'll pick it up from there next time.) or a Conclusion (Having returned the child to their family, you are offered a meal in addition to the payment promised. You will be able to rest safe and at no charge here for the night. And that's a good place to wrap this up today/night)
3. Adjust the amount of encounters you prepare for based upon how your group goes through them. I would stick to a 4 minimum, and a maximum of 8. It is a good idea to have a planned "random encounter" in your bag of tricks at all times. It's the one where you can either replace an actual random encounter with something more fitting, or introduce an alternate plot line to the mix. If you prepped 6 encounters for Session 1, and they only did 4, you now have two to review, and 2-4 more to prep. Rinse and repeat as you get more "Data points" on how the group plays through YOUR adventure.
4. Make sure the entire group is having fun. Keep the game flowing, learn from your mistakes (they will be made) and take feedback periodically. You won't be able to please everyone all the time, but you can sprinkle in bits that each Player likes/wants without detracting from the overall game fairly easily. You will get better over time, it is an art, one that is learned and never actually completed.
Thank you for the detailed and informative response. Only other question is how much info do I give my players about the region, reason they are together etc.? Does it matter. Other than my former DM its a very new to D&D group.
Thank you for the detailed and informative response. Only other question is how much info do I give my players about the region, reason they are together etc.? Does it matter. Other than my former DM its a very new to D&D group.
You don't need to give them too much information about the region unless it's pertinent to the story. They'll have plenty of opportunity to explore and learn about the region through their actions, you don't need to rattle everything off to them beforehand!
Don't be too afraid to ask the players, "How do your characters all know each other?" Whenever I introduce a new PC, it's normally something off-hand like, "This guy heard about your previous adventure and introduced himself. He's tagging along for your next job." and the players do the rest.
Also ask your DM friend if they could give you some honest, constructive feedback after the session to help you ahead of future games.
Finally, read the module all the way through. Then go back and read it again. It'll help you familiarise yourself with how the campaign is set out and what the key plot points are. Aside from that, don't go too crazy with preparing because the players will undoubtedly go off piste - that's a whole part of the fun!
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Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!
I'm definitely feeling a little overwhelmed. I know its not like i have to follow the module to the T. How do you manage combat i.e. stat blocks for your NPCs without holding up combat? I want to make sure I'm capable of keeping up with the PC's as to not mess with the flow and immersion.
I'm definitely feeling a little overwhelmed. I know its not like i have to follow the module to the T. How do you manage combat i.e. stat blocks for your NPCs without holding up combat? I want to make sure I'm capable of keeping up with the PC's as to not mess with the flow and immersion.
Couple of "Tricks" here:
1) For "normal" opponents, if there is no real surprises, simply have either a player or the players run them. They won't be too easy on themselves. Then all you have to really track is their hp. 2) For most NPC's there are only a couple of important things: Attack modifier, Damage, AC, hp, and Movement are the main ones. Of those you really only need to track hp. Conditions and special abilities are where you have to pay attention.. 3) Develop a couple of basic "scripts" I'll throw down three below and you can modify from there.
Unintelligent: Round 1) Move towards party, attack if able at nearest party member Round 2) Engage party, nearest party member OR party member which hit it for most damage. Round 3 on) Repeat Round 2 until one side is no more.
Intelligent Melee: Round 1) Move towards party seeking cover or staying in formation. Round 2) Position engagement with party to try getting advantage on any "tanks" and/or in melee range of "softies" without giving up advantage. Prioritize "soft" targets over "hard" targets. Protect ranged allies from the same maneuver by the party. Round 3 on) Rinse and repeat, when they hit half viability, you should know if they are going to continue or disengage.
Intelligent Ranged: Round 1) Move within range seeking cover. Target party members who are within range without disadvantage, priority being "soft" targets with damage attacks, "hard" targets with disabling/condition attacks. Round 2) Get to cover in ideal range. Continue targeting rules. Round 3 on) Keep out of melee range, Continue targeting rules. If they lose their melee shield know if they are going to continue in melee or disengage
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As the title says I've been playing D&D for just a few months now. I've had a great DM who has a lot of knowledge. He would like to play as a PC so I'm gonna try my hand at the other side of things. I think I'm gonna use module for my first go just to help inspire future endeavors.
So the million dollar question...What the hell am I doing? Where do I start? How much planning? Do i read everything I can possibly absorb about the worlds lore? Any advice or links would be appreciated. I'm gonna be running Ghosts of Saltmarsh. Are there any references available as far as printable maps etc? I could go on. Thanks so much in advance for everything.
1. Understand the overall plot of the module. Read the "set-up" part and then go to the BBEG part, read up on them, and then read the "conclusion" part.
2. Now you have a good idea of what is going on, who is doing it, why, and what the result be if the Party succeeds you can now decide/look at the following:
a) Where does the party start, how do they get together, what is the party going to be, etc. This is basic session 0 stuff which should be done far enough in advance that you can make any "nudges" to the module going forward without too much stress.
b) Go through the first story arc, more of a scan, you want the "flow" more than the details.
c) Figure out what the first 4-6 encounters are going to be (combat, role play, puzzle, explore, random, etc.) and diligently plan for those. Figure one hour per encounter of planning.
You are now ready for session 1. Make some notes on play flow/pace if you get to the point you've exhausted all the planned encounters for your session, do not be afraid to end the session. Try always ending a session on either a Cliffhanger (you burst into the room to see the local bandit leader and his trusty bodyguards. We'll pick it up from there next time.) or a Conclusion (Having returned the child to their family, you are offered a meal in addition to the payment promised. You will be able to rest safe and at no charge here for the night. And that's a good place to wrap this up today/night)
3. Adjust the amount of encounters you prepare for based upon how your group goes through them. I would stick to a 4 minimum, and a maximum of 8. It is a good idea to have a planned "random encounter" in your bag of tricks at all times. It's the one where you can either replace an actual random encounter with something more fitting, or introduce an alternate plot line to the mix. If you prepped 6 encounters for Session 1, and they only did 4, you now have two to review, and 2-4 more to prep. Rinse and repeat as you get more "Data points" on how the group plays through YOUR adventure.
4. Make sure the entire group is having fun. Keep the game flowing, learn from your mistakes (they will be made) and take feedback periodically. You won't be able to please everyone all the time, but you can sprinkle in bits that each Player likes/wants without detracting from the overall game fairly easily. You will get better over time, it is an art, one that is learned and never actually completed.
Thank you for the detailed and informative response. Only other question is how much info do I give my players about the region, reason they are together etc.? Does it matter. Other than my former DM its a very new to D&D group.
You don't need to give them too much information about the region unless it's pertinent to the story. They'll have plenty of opportunity to explore and learn about the region through their actions, you don't need to rattle everything off to them beforehand!
Don't be too afraid to ask the players, "How do your characters all know each other?" Whenever I introduce a new PC, it's normally something off-hand like, "This guy heard about your previous adventure and introduced himself. He's tagging along for your next job." and the players do the rest.
Also ask your DM friend if they could give you some honest, constructive feedback after the session to help you ahead of future games.
Finally, read the module all the way through. Then go back and read it again. It'll help you familiarise yourself with how the campaign is set out and what the key plot points are. Aside from that, don't go too crazy with preparing because the players will undoubtedly go off piste - that's a whole part of the fun!
Sir, the possibility of successfully navigating an asteroid field is approximately 3,720 to 1!
Never tell me the DC.
I'm definitely feeling a little overwhelmed. I know its not like i have to follow the module to the T. How do you manage combat i.e. stat blocks for your NPCs without holding up combat? I want to make sure I'm capable of keeping up with the PC's as to not mess with the flow and immersion.
Couple of "Tricks" here:
1) For "normal" opponents, if there is no real surprises, simply have either a player or the players run them. They won't be too easy on themselves. Then all you have to really track is their hp.
2) For most NPC's there are only a couple of important things: Attack modifier, Damage, AC, hp, and Movement are the main ones. Of those you really only need to track hp. Conditions and special abilities are where you have to pay attention..
3) Develop a couple of basic "scripts" I'll throw down three below and you can modify from there.
Unintelligent:
Round 1) Move towards party, attack if able at nearest party member
Round 2) Engage party, nearest party member OR party member which hit it for most damage.
Round 3 on) Repeat Round 2 until one side is no more.
Intelligent Melee:
Round 1) Move towards party seeking cover or staying in formation.
Round 2) Position engagement with party to try getting advantage on any "tanks" and/or in melee range of "softies" without giving up advantage. Prioritize "soft" targets over "hard" targets. Protect ranged allies from the same maneuver by the party.
Round 3 on) Rinse and repeat, when they hit half viability, you should know if they are going to continue or disengage.
Intelligent Ranged:
Round 1) Move within range seeking cover. Target party members who are within range without disadvantage, priority being "soft" targets with damage attacks, "hard" targets with disabling/condition attacks.
Round 2) Get to cover in ideal range. Continue targeting rules.
Round 3 on) Keep out of melee range, Continue targeting rules. If they lose their melee shield know if they are going to continue in melee or disengage