i am preparing a one shot for some friends and this will be my first time as a DM. ive created the maps and the npcs basic personalities (incase they want to interact with them) and have a backstory for the BBEG there are going to be 3 level 1 players so the monsters are going to be fairly easy.
i was wondering if anyone had tips for a new DM (the players are experienced and have played before) on like how to keep it fun and entertaining for everyone and help the session run smoothly, appreciate it!
(1) Whenever you describe a new scene, or a player asks a question, make sure to include something actionable. None of the players can see the world, so they will need help being drawn in. Maybe they see freshly disturbed dust to suggest that someone had just fled through a door, or maybe they spot a particularly unusual flower that has no actual bearing on the story. Whatever you describe in detail, the players will latch onto.
(2) Encourage player creativity with "Yes, and..." / "No, but...". Whatever the player tries to do, offer them a way to continue their narrative, regardless of success or failure. For example, if a player says something like "I want to sneak up on the guard and knock him out", you could say "The guard is standing with their back to a wall, which would make sneaking up to them very difficult, but as you are looking for an angle of attack you notice that they are shifting uncomfortably as though needing to use the restroom." It's not entirely clear what they would do with this new information, but it gives them something to chew on when considering their options.
As long as everyone feels like their choices matter, everyone is going to have a great time. Find ways of sharing the spotlight, so that everyone has an opportunity to show off their talents, and describe the consequences in detail.
Edit: Oh, and have a quick Session 0, even with one-shots, to establish ground rules and manage expectations. If the adventure is horror themed, let them know that you're going to try to maintain a spooky vibe. If the adventure is comedic, then let them know that it's ok to laugh and be goofy. Be your own "hype person", so to speak. Set the mood.
First of all, welcome! DMing is hard but it's rewarding, remember to have a good time!
Second, my biggest tip is just to keep it simple. Don't give them pages of epic lore, create a plot that spans the world, or have a super-powerful NPC step in to save them—even if that means someone dies. That's not just because you're new, either, it helps keep the focus on the player characters without upstaging or confusing them. (For example, while it's good to have a reason for the villain to be evil, if the backstory doesn't focus on the players, it probably shouldn't come up in game!)
And remember, above all, you will make mistakes. You'll think of things after the session and say "why did I do that?" That's part of the package. I've DMed for years, my players say I'm "great," and I still make plenty of mistakes. And when I think back to my first campaign (a total railroad with a plot ripped point-for-point from Star Wars) there's a lot to cringe at. So don't put too much pressure on yourself—your game won't be the best ever, and it's not supposed to be. Just keep your and your friends' fun in mind, and that's all that matters!
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Wizard (Gandalf) of the Tolkien Club
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i am preparing a one shot for some friends and this will be my first time as a DM. ive created the maps and the npcs basic personalities (incase they want to interact with them) and have a backstory for the BBEG there are going to be 3 level 1 players so the monsters are going to be fairly easy.
i was wondering if anyone had tips for a new DM (the players are experienced and have played before) on like how to keep it fun and entertaining for everyone and help the session run smoothly, appreciate it!
(1) Whenever you describe a new scene, or a player asks a question, make sure to include something actionable. None of the players can see the world, so they will need help being drawn in. Maybe they see freshly disturbed dust to suggest that someone had just fled through a door, or maybe they spot a particularly unusual flower that has no actual bearing on the story. Whatever you describe in detail, the players will latch onto.
(2) Encourage player creativity with "Yes, and..." / "No, but...". Whatever the player tries to do, offer them a way to continue their narrative, regardless of success or failure. For example, if a player says something like "I want to sneak up on the guard and knock him out", you could say "The guard is standing with their back to a wall, which would make sneaking up to them very difficult, but as you are looking for an angle of attack you notice that they are shifting uncomfortably as though needing to use the restroom." It's not entirely clear what they would do with this new information, but it gives them something to chew on when considering their options.
As long as everyone feels like their choices matter, everyone is going to have a great time. Find ways of sharing the spotlight, so that everyone has an opportunity to show off their talents, and describe the consequences in detail.
Edit: Oh, and have a quick Session 0, even with one-shots, to establish ground rules and manage expectations. If the adventure is horror themed, let them know that you're going to try to maintain a spooky vibe. If the adventure is comedic, then let them know that it's ok to laugh and be goofy. Be your own "hype person", so to speak. Set the mood.
First of all, welcome! DMing is hard but it's rewarding, remember to have a good time!
Second, my biggest tip is just to keep it simple. Don't give them pages of epic lore, create a plot that spans the world, or have a super-powerful NPC step in to save them—even if that means someone dies. That's not just because you're new, either, it helps keep the focus on the player characters without upstaging or confusing them. (For example, while it's good to have a reason for the villain to be evil, if the backstory doesn't focus on the players, it probably shouldn't come up in game!)
And remember, above all, you will make mistakes. You'll think of things after the session and say "why did I do that?" That's part of the package. I've DMed for years, my players say I'm "great," and I still make plenty of mistakes. And when I think back to my first campaign (a total railroad with a plot ripped point-for-point from Star Wars) there's a lot to cringe at. So don't put too much pressure on yourself—your game won't be the best ever, and it's not supposed to be. Just keep your and your friends' fun in mind, and that's all that matters!
Wizard (Gandalf) of the Tolkien Club