Hello HamletsGhost, welcome to this side of the DM's screen. Below I have my top three general prices of advice for new DMs, but if you have any specific questions, there are many here (myself included) who would be willing to help.
Your the DM. You can do what you want and think is fun, you don't need to follow the rules to the letter. If you don't like a rule: don't use it. If a rule detracts from your campaign: don't use it.
Use the internet. Forums like this and online guides can help a ton, especially when your just starting.
Talk to your players. You may create an awesome intrigue campaign with tons of fleshed out factions and characters, but if your players enjoy more of a hack n slash style, they won't have fun. Just know your players, do things that they find fun, and play into their characters.
If you don't know the rule, then make a call and return to it after the game. Keeping things moving is more important than sticking to the rules like glue. If you stop to look up every rule you're unsure about, the game will go slowly and you and the players will start to tire of it. Far better to start the next session by saying "Hey guys, it turns out we've been doing this thing wrong, so be aware that we'll be doing it right from now on" than to say "thatnks for waiting again everyone, it turns out that you can't do that thing as it is an action". So the first few games may be a bit wibbly as you learn the rules you never expected to have to know, but if it doesn't result in the party dying then it's salvageable.
It's not DM vs players - it's a cooperative experience. Avoid "punishing" players or going all "I am god" on them, it generally makes things suck. Only throw your DM weight around when you have to - don't make "because I'm the DM that's why" a common answer!
Write the story leading up til now, not the story you want the players to make. If you say "I want the players to do this, then go there, then talk to this NPC, then do the task they asked them to do, then find out whatever..." and so on, then you're in for a world of hurt. If instead you say "the BBEG did >insert BBEG backstory< and is now trying to do >insert BBEG plans<, and will do so by doing >insert breakdown of plans< and then the players will be offered opportunities to stop each of these broken down bits of plan by >insert plot-hooks for the party here<", then you will be set to make a good story together. The game isn't about the players revealing a story written by the DM, it's about the players and the DM making a story. Your job as DM is to make the starting conditions and the motivations for the main NPC's, such that it would go in a certain direction if left unchanged - then drop the spanner that is the players into the works and see what they do!
Know your players - I came up with (what I think was a good one), that every player has a hammer - some have a sledgehammer, and want to break through things. Others have a masons hammer, and want to shape things, and others still have an archaeologists hammer, and want to uncover things. Each of these players can be pandered to in a game, but bear in mind that to a man with a sledgehammer, everything looks like a cinderblock.
One piece of advice I always give to new DMs, is don't hold yourself to the standards of any Actual Play shows you might watch. If the players are going off the rails, don't afraid to break immersion. Let them know, "hey guys, I didn't prep anything for that, so I'm going ot need some time to prepare stuff." If you don't know how something works, tell your players, "I don't know", and if everyone prefers to do it right you can take a quick pause to look it up, or just make something up in the moment and let them know it might not work that way in the future when you have the time to look it up.
Ideally, the rest of your table are also relatively new to the game and then just realize half the fun you and your table are going to have is learning the game collectively. It'll be messy, and mistakes will be made, and it's going to be ok hella great.
If you're playing with experience players hopefully they're as generous in giving you room to figure out your DM "way" as you are with your time and effort providing them the adventure within which they're playing. Back seat DMing is bad, but it's ok to actually call in a lifeline from the table if you're unsure how to resolve something, and decide to do something different from what's proffered by the table, that's the DM's prerogative.
I'd say the bottom line advice, be patience with yourself (in knowing the rules, and knowing the world, and providing that impetus nudge to get the party going) and your players. After you play, reflect no so much to find "mistakes" but rather ways you can improve or do better next session ... and if you did make an error, own it next session and explain how the table will go forward differently from there on.
DMing, like any hobby, should be fun, not stressful. I'd say Sly Fox's "Lazy DM" books are worth a read, I don't entirely agree with everything in them; but I think they do a better job of talking about DMing than the actual DMG. It provides a good base line to providing a good game. Then there's the YouTubers if you have hours of video watching time available. Many swear by Coleville, I prefer and recommend Seth Skorkowski's RPG philosophy videos as well as some of his "how tos". His vids are system agnostic but largely uses D&D, Call of Cthulhu and Cyberpunk as reference points in coaching both table management as well as different types of game modes (like how to run a mystery, or a heist, etc.).
basically learn improv because you will need it. even in an already made game your players will do something not listed and you may need a new side story until they get back on track. that being said DO NOT railroad them. (this means to force them back on track) they will get back on track and if they don't make more plot hooks to get them back on track "while you were away a few villages have been destroyed leaving dozens dead and hundreds injured and or missing" they may choose to ignore it in which case you could bring it to them in a small way such as having a small group of the dragon cult attack them. this makes it personal to the players.
and my biggest bit of advice. have fun. if you are not having fun then neither will your players
Well I'm by no means a professional DM. But I have been DMing every campaign I've done with friends and family for the past 2.5 years. So I do have a little experience I can share with you.
1, The most important thing is to have fun and a good time. So play with a group of people you know are gonna be fun to play with and are dedicated players. Preferably close friends, family, just anyone that you know of that you can share laughs and a fun time with. But make sure they actually want to play and will start what they finish. I can't count how many times I started playing with a group of people and then 2-3 games later...no one plays anymore. Very disappointing and discouraging.
2, If your doing a big campaign, divide the chapters into multiple sessions. This will give you time to prepare your sessions in advance instead of doing everything at the last minute. Very messy.
3, Get to know your group. Find out what they're play style is. Are they the kind of group that relishes RP and as much interaction with NPC's as possible? Or are they the kinda group that just likes to get down and dirty and slay as many monsters as they can? By knowing your players, it'll help you to cater the game to what they find fun which will ultimately keep them coming back to your game for more.
4, Be prepared to improvise. No matter how much you prepare in advance, there's gonna be something your players do that is gonna throw you off or that you weren't prepared for. So be ready to make things up on the fly.
5, Your the boss. At the end of the day, it's your campaign, your at the helm, you decide how it goes. So don't be afraid to say "No" to your players or like you have to cave in to their demands. Don't be a jerk. But if the player is asking to fly all the way to the end of the campaign and reach max lvl immediately...Ya get where I'm going, lol.
...And that's all I can really think of. All in all, just have fun with it and don't take things super seriously. At the end of the day, it's a game and we're all playing to have a good time 😁
Get along with or mostly tolerate the players and them with you. Make a call quickly and move the game on. So I hit John with a 20D6 fireball oops. Unless there is a DEAD PC on the ground at the end of session, don't worry about a bad ruling.
Don't worry about a GRAND CAMPAIGN the first six months. Do a couple of sessions with low level pcs and start over. Once you are okay with Tier 1 move on with the grand campaign. DON'T Spend lots of money the first six months.
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No Gaming is Better than Bad Gaming.
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I am a beginning DM and I am look for tips
Hello HamletsGhost, welcome to this side of the DM's screen. Below I have my top three general prices of advice for new DMs, but if you have any specific questions, there are many here (myself included) who would be willing to help.
I am an average mathematics enjoyer.
>Extended Signature<
1. Don’t tell the players everything.
2. Make sure you do #1 (edit because I mess up words)
3. have fun! The rest will line up in time.
My top advice would be this:
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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One piece of advice I always give to new DMs, is don't hold yourself to the standards of any Actual Play shows you might watch. If the players are going off the rails, don't afraid to break immersion. Let them know, "hey guys, I didn't prep anything for that, so I'm going ot need some time to prepare stuff." If you don't know how something works, tell your players, "I don't know", and if everyone prefers to do it right you can take a quick pause to look it up, or just make something up in the moment and let them know it might not work that way in the future when you have the time to look it up.
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Ideally, the rest of your table are also relatively new to the game and then just realize half the fun you and your table are going to have is learning the game collectively. It'll be messy, and mistakes will be made, and it's going to be
okhella great.If you're playing with experience players hopefully they're as generous in giving you room to figure out your DM "way" as you are with your time and effort providing them the adventure within which they're playing. Back seat DMing is bad, but it's ok to actually call in a lifeline from the table if you're unsure how to resolve something, and decide to do something different from what's proffered by the table, that's the DM's prerogative.
I'd say the bottom line advice, be patience with yourself (in knowing the rules, and knowing the world, and providing that impetus nudge to get the party going) and your players. After you play, reflect no so much to find "mistakes" but rather ways you can improve or do better next session ... and if you did make an error, own it next session and explain how the table will go forward differently from there on.
DMing, like any hobby, should be fun, not stressful. I'd say Sly Fox's "Lazy DM" books are worth a read, I don't entirely agree with everything in them; but I think they do a better job of talking about DMing than the actual DMG. It provides a good base line to providing a good game. Then there's the YouTubers if you have hours of video watching time available. Many swear by Coleville, I prefer and recommend Seth Skorkowski's RPG philosophy videos as well as some of his "how tos". His vids are system agnostic but largely uses D&D, Call of Cthulhu and Cyberpunk as reference points in coaching both table management as well as different types of game modes (like how to run a mystery, or a heist, etc.).
Jander Sunstar is the thinking person's Drizzt, fight me.
So... you DO tell the players everything?
Exactly:) Thanks for pointing out my mistake :)
i will refer you to captain cold.
1) make the plan
2) execute the plan
3) expect the plan to go off rails
4) forget the plan
basically learn improv because you will need it. even in an already made game your players will do something not listed and you may need a new side story until they get back on track. that being said DO NOT railroad them. (this means to force them back on track) they will get back on track and if they don't make more plot hooks to get them back on track "while you were away a few villages have been destroyed leaving dozens dead and hundreds injured and or missing" they may choose to ignore it in which case you could bring it to them in a small way such as having a small group of the dragon cult attack them. this makes it personal to the players.
and my biggest bit of advice. have fun. if you are not having fun then neither will your players
Well I'm by no means a professional DM. But I have been DMing every campaign I've done with friends and family for the past 2.5 years. So I do have a little experience I can share with you.
1, The most important thing is to have fun and a good time. So play with a group of people you know are gonna be fun to play with and are dedicated players. Preferably close friends, family, just anyone that you know of that you can share laughs and a fun time with. But make sure they actually want to play and will start what they finish. I can't count how many times I started playing with a group of people and then 2-3 games later...no one plays anymore. Very disappointing and discouraging.
2, If your doing a big campaign, divide the chapters into multiple sessions. This will give you time to prepare your sessions in advance instead of doing everything at the last minute. Very messy.
3, Get to know your group. Find out what they're play style is. Are they the kind of group that relishes RP and as much interaction with NPC's as possible? Or are they the kinda group that just likes to get down and dirty and slay as many monsters as they can? By knowing your players, it'll help you to cater the game to what they find fun which will ultimately keep them coming back to your game for more.
4, Be prepared to improvise. No matter how much you prepare in advance, there's gonna be something your players do that is gonna throw you off or that you weren't prepared for. So be ready to make things up on the fly.
5, Your the boss. At the end of the day, it's your campaign, your at the helm, you decide how it goes. So don't be afraid to say "No" to your players or like you have to cave in to their demands. Don't be a jerk. But if the player is asking to fly all the way to the end of the campaign and reach max lvl immediately...Ya get where I'm going, lol.
...And that's all I can really think of. All in all, just have fun with it and don't take things super seriously. At the end of the day, it's a game and we're all playing to have a good time 😁
Get along with or mostly tolerate the players and them with you. Make a call quickly and move the game on. So I hit John with a 20D6 fireball oops. Unless there is a DEAD PC on the ground at the end of session, don't worry about a bad ruling.
No Gaming is Better than Bad Gaming.
Don't worry about a GRAND CAMPAIGN the first six months. Do a couple of sessions with low level pcs and start over. Once you are okay with Tier 1 move on with the grand campaign. DON'T Spend lots of money the first six months.
No Gaming is Better than Bad Gaming.