Hello all! My friend group loves the glorious game that is D&D but save for myself they would rather play then weave a tale so several months ago the task fell to me to learn to DM. I enjoy being the DM telling the tale setting up the scenarios making sure everyone has their fun......but I am new and its very noticeable. I have been looking into what's the best way to start a campaign between making my own world or using a book I've gotten very mixed messages between the 2, and just general DM tips. D&D isn't heavily played at all where I am so I cant find any one to show me the ropes or give some real good tips. so if anyone has an opinion on which is better for a new group hand made world vs module. and just any DM tips or words of wisdom to pass on that would be amazing!
If you don't mind the investment, the D&D Starter Set includes an excellent adventure (Lost Mine of Phandelver) that holds your hand through the first few levels. It's a well received campaign in its own right, and a great beginning adventure.
What type of person are you? Are you a planner? Are you the impulsive type? Creative? Iterative? Are you fast on your feet, or do you like to have lists and other helpful devices setup so you don't get caught without having the information? Do you have a lot of time?
A little self-evaluation will point you in the right direction. Doing what you want to do and what is right for you is usually the best.
For me? I tried planning, I wrote a small novel and found out that my players didn't do anything anywhere near what I thought they would. I started to outline and improvise and I think it works best for me. I use Faerun as my world, but I use it as a palette to paint with instead of rope to hang myself with.
Creating your own world can be fulfilling, but it's a massive undertaking and might stretch you from being able to manage the table as well as the story. Or you may thrive with all the work of it. Regardless, good luck!
Two resources that have been incredibly helpful for me are the video series "GM Tips" on Geek & Sundry and "Running the Game" on Matt Colville's youtube channel. (Links provided below.)
I like to use campaign books, and then swap out some of the published encounters and dungeons with a few of my own creations. This might be a nice middle way for you.
Hello all! My friend group loves the glorious game that is D&D but save for myself they would rather play then weave a tale so several months ago the task fell to me to learn to DM. I enjoy being the DM telling the tale setting up the scenarios making sure everyone has their fun......but I am new and its very noticeable. I have been looking into what's the best way to start a campaign between making my own world or using a book I've gotten very mixed messages between the 2, and just general DM tips. D&D isn't heavily played at all where I am so I cant find any one to show me the ropes or give some real good tips. so if anyone has an opinion on which is better for a new group hand made world vs module. and just any DM tips or words of wisdom to pass on that would be amazing!
Here are a few of the helpful threads in this subforum. Look around for more.
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/915-common-mistakes-made-by-new-dms
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/6695-so-youre-going-to-dm-tips-for-beginners
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/5208-im-not-a-very-good-dm
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/1485-becoming-a-dm
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/2277-i-want-to-be-a-dm-tips-and-advice
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If you don't mind the investment, the D&D Starter Set includes an excellent adventure (Lost Mine of Phandelver) that holds your hand through the first few levels. It's a well received campaign in its own right, and a great beginning adventure.
What type of person are you? Are you a planner? Are you the impulsive type? Creative? Iterative? Are you fast on your feet, or do you like to have lists and other helpful devices setup so you don't get caught without having the information? Do you have a lot of time?
A little self-evaluation will point you in the right direction. Doing what you want to do and what is right for you is usually the best.
For me? I tried planning, I wrote a small novel and found out that my players didn't do anything anywhere near what I thought they would. I started to outline and improvise and I think it works best for me. I use Faerun as my world, but I use it as a palette to paint with instead of rope to hang myself with.
Creating your own world can be fulfilling, but it's a massive undertaking and might stretch you from being able to manage the table as well as the story. Or you may thrive with all the work of it. Regardless, good luck!
Two resources that have been incredibly helpful for me are the video series "GM Tips" on Geek & Sundry and "Running the Game" on Matt Colville's youtube channel. (Links provided below.)
GM Tips: https://www.youtube.com/geekandsundry
Running The Game: https://www.youtube.com/mcolville
I like to use campaign books, and then swap out some of the published encounters and dungeons with a few of my own creations. This might be a nice middle way for you.