I have only played D&D once and mainly watched D&D games such as Acquisitions Inc. and Critical Role. I have found myself in a situation that I will now have to DM a game as the DM friends I have don't want to DM anymore and the other players are all new. DMing for the first time is making me anxious enough as it is and now I have to DM for experienced DMs who have played D&D far longer than I have. Needless to say, I am petrified. I have decided to go with a ready adventure (Tomb of Annihilation) to reduce the amount of prep I have to do. I have read the book, but still concerned as players will do what they want to do and I really don't want to force them into a story that they have not chosen for themselves; regardless if that causes me a nervous breakdown. Apart from the book and handouts given in the book, are there things that I need to be ready for? Any advice would be greatly appreciated.
Be ready to not be ready for everything. You won't be able to think of all the possible ways they might go out of the path of the story, but that's ok.
Try to go with what they come up with, have any number of random (but fitting) NPCs ready or in your mind to use if need be, be familiar with the kind of dangers they might encounter when veering from the intended course, but most of all: be clear from the start and don't be afraid of saying "No, but..."
A definitive "No" is never a good idea, while a "No, but..." feels less of a negation and more of a "ok, I hear what you say but this might be a better one...", it's a simple psychological effect.
As to "be clear from the start": be clear this is your first time and that you are running a published adventure, and ask the players themselves to help you help them (and yourself) have a good time, because that, and only that, should be the baseline of all of it, having fun.
Be prepared to improvise, and don't become a slave to the campaign notes. They exist to help you navigate an exciting adventure for the group, not the other way around.
Furthering the advice of LeK, don't think of answers as being simply, "Yes" and "No", but add "but" or "and". That is, "Yes, but", "No, but", "No, and". Can my PC attempt to climb this cliff? Yes, but it will be difficult, or, you fail to do so, and the ruckus you may attracts the attention of a nearby patrol. Also, I find the return question, "And tell us how you are going to do [intended course of action]?" is one of the most useful questions to ask as a DM when posed with a PC request. Don't rule things outright; let a player describe the outlandish thing they're going to try, and maybe they actually make two critically successful rolls, and suddenly you have a highly legendary and possibly cinematic moment for the group to revel in.
If your playing for folks who've DMed before, you'll have a fat easier go of it then you imagine. Most who've DMed for a time are more than patient of a new guy stepping up and giving it a swing. They've help you as player's in ways you may not even notice. Don't worry about impressing them, or even matching their skill. If they really give you guff or start throwing out "if I were DMing, I'd...", then ignore them. If they command their tables, this one is yours. I don't think anyone will badger or bully you, but be assertive if they do. Tell them if they don't like your rulings that maybe they should've DMed instead of letting someone new try.
Ask for input and criticism after sessions. They'll have a wealth of info for you to use if you ask. Get in the habit of asking them what they liked or didn't like about the last session, what they think about certain things that confuse you in the book (so long as they don't get info to metagame, that is) and if they have any advice to grow with. Most would be happy to help you progress as a DM, and if they aren't then maybe you should stick to playing with them rather than running for them.
Thanks for all the advice, everyone. I'm now just preparing things that are flexible enough to be used for events when players decide to do what they want. I've been gathering lists of NPC and possible encounters.
A list of ready-to-use names, or a name generator app you can use at the table can be really handy. Some players always ask the bartender's name...
Hopefully, your players (ex-DMs included) will be so appreciative of your willingness to shoulder the DMing responsibility that they will give you a lot of slack. It sounds like if you didn't, no one would be getting to play anymore. No one should be expecting you to know every rule (who could know them all, anyway?). Ask for help when you need it, but be firm when you make a decision. And try to keep those decisions consistent and have reasoning to back your decision up. And know that you will get better, the more you DM. Playing regularly and often is also very helpful; the repetition of common rules helps them become second nature.
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Hi everyone,
I have only played D&D once and mainly watched D&D games such as Acquisitions Inc. and Critical Role. I have found myself in a situation that I will now have to DM a game as the DM friends I have don't want to DM anymore and the other players are all new. DMing for the first time is making me anxious enough as it is and now I have to DM for experienced DMs who have played D&D far longer than I have. Needless to say, I am petrified. I have decided to go with a ready adventure (Tomb of Annihilation) to reduce the amount of prep I have to do. I have read the book, but still concerned as players will do what they want to do and I really don't want to force them into a story that they have not chosen for themselves; regardless if that causes me a nervous breakdown. Apart from the book and handouts given in the book, are there things that I need to be ready for? Any advice would be greatly appreciated.
Be ready to not be ready for everything. You won't be able to think of all the possible ways they might go out of the path of the story, but that's ok.
Try to go with what they come up with, have any number of random (but fitting) NPCs ready or in your mind to use if need be, be familiar with the kind of dangers they might encounter when veering from the intended course, but most of all: be clear from the start and don't be afraid of saying "No, but..."
A definitive "No" is never a good idea, while a "No, but..." feels less of a negation and more of a "ok, I hear what you say but this might be a better one...", it's a simple psychological effect.
As to "be clear from the start": be clear this is your first time and that you are running a published adventure, and ask the players themselves to help you help them (and yourself) have a good time, because that, and only that, should be the baseline of all of it, having fun.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Be prepared to improvise, and don't become a slave to the campaign notes. They exist to help you navigate an exciting adventure for the group, not the other way around.
Furthering the advice of LeK, don't think of answers as being simply, "Yes" and "No", but add "but" or "and". That is, "Yes, but", "No, but", "No, and". Can my PC attempt to climb this cliff? Yes, but it will be difficult, or, you fail to do so, and the ruckus you may attracts the attention of a nearby patrol. Also, I find the return question, "And tell us how you are going to do [intended course of action]?" is one of the most useful questions to ask as a DM when posed with a PC request. Don't rule things outright; let a player describe the outlandish thing they're going to try, and maybe they actually make two critically successful rolls, and suddenly you have a highly legendary and possibly cinematic moment for the group to revel in.
If your playing for folks who've DMed before, you'll have a fat easier go of it then you imagine. Most who've DMed for a time are more than patient of a new guy stepping up and giving it a swing. They've help you as player's in ways you may not even notice. Don't worry about impressing them, or even matching their skill. If they really give you guff or start throwing out "if I were DMing, I'd...", then ignore them. If they command their tables, this one is yours. I don't think anyone will badger or bully you, but be assertive if they do. Tell them if they don't like your rulings that maybe they should've DMed instead of letting someone new try.
Ask for input and criticism after sessions. They'll have a wealth of info for you to use if you ask. Get in the habit of asking them what they liked or didn't like about the last session, what they think about certain things that confuse you in the book (so long as they don't get info to metagame, that is) and if they have any advice to grow with. Most would be happy to help you progress as a DM, and if they aren't then maybe you should stick to playing with them rather than running for them.
#OpenDnD. #DnDBegone
Thanks for all the advice, everyone. I'm now just preparing things that are flexible enough to be used for events when players decide to do what they want. I've been gathering lists of NPC and possible encounters.
A list of ready-to-use names, or a name generator app you can use at the table can be really handy. Some players always ask the bartender's name...
Hopefully, your players (ex-DMs included) will be so appreciative of your willingness to shoulder the DMing responsibility that they will give you a lot of slack. It sounds like if you didn't, no one would be getting to play anymore. No one should be expecting you to know every rule (who could know them all, anyway?). Ask for help when you need it, but be firm when you make a decision. And try to keep those decisions consistent and have reasoning to back your decision up. And know that you will get better, the more you DM. Playing regularly and often is also very helpful; the repetition of common rules helps them become second nature.