-You don’t have to write your home brew stuff like a module. When I was first starting out with homebrew I wrote my campaign exactly how published modules are written: box text, DM notes, perfect mapping, pristine handwriting, etc. I found this really constrained my creative process and took way too long. I read the Lazy DM method, and while Sly Flourish’s style is nothing like my current one, trying things his way really helped me free up my style and find what worked best for me.
-After trying a published module, trust yourself and try homebrew, at least a one shot. While published modules were a good way to start, trying a homebrew campaign was a really good idea. I discovered that they were much easier for me to run, since I knew the content better and could connect more with my own work than the published modules.
-You’re never going to get encounter balance exactly right, so don’t stress about perfection. Focus on improvising mid-combat. When I first ran encounters, I tried to design them down to the exact amount of monsters beforehand, which wasted prep time. Now, I compile relevant area statblocks together along with a reference list with a range of how many monsters is easy-hard for a particular CR for the current character amount and level. Then, I design each encounter on the fly, taking into account the player’s health and expended abilities. This makes it a lot easier to improvise if the players do something unexpected, and saves prep time. I also adjust things mid combat, if I made a mistake with balance.
-Emphasize roleplaying by example, and don’t stress if your players can’t get into it at first. They will. I’ve introduced a lot of people to DND, and so I’ve had experiences where a player isn’t comfortable stepping into their character’s voice at the start. That’s fine. I still spoke in character and roleplayed responses to their summary of their character’s words, and eventually they started joining in. Now, we can have lengthy conversations in character, and it’s one of the best parts of the game.
-Most important of all: Don’t stress! I was very nervous as a new DM, and I didn’t need to be. My players were not judging me, and in fact often worried just as much about my convenience or enjoyment as I did theirs! DMs deserve fun just as much as players, so relaxing and enjoying gaming with friends is the most important thing to do.
From DMing one game, and playing another: avoid "downtime". This probably echoes what a lot of others are saying, but I want to emphasize it (especially if you're planning to play online at all). Being a player in one game really opened my eyes to how frustrating it is when a DM insists on having notes for everything, reacting perfectly to situations, and generally sticks verbatim to either homebrew notes or printed campaigns. There are regularly 10+ second pauses where he's shuffling through notes to figure out a name, or how an NPC would respond to a question (mid-conversation). It ruins any sense of immersion for the game, and players tend to zone out once it happens.
I took that and made sure to keep it from happening in games I DM. For big moments and decisions, sure, a pause is alright. But for generally telling the story, just make sure you know enough to BS your way through the things you don't know. Coming up with details on the spot and then applying them later is way more conducive to play than looking up all your pre-prepared details ingame.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
My #1 piece of advice is to watch Matt Colville’s Running the Game series. It’s a treasure trove of great advice:
After that, here are my personal top tips:
Whenever you wonder if you’re a good DM, look around the table. if everyone is having fun, even if you’re not strictly following the rules, you did it right.
It’s okay to make mistakes. Everyone makes mistakes. It turns out that’s the best way to learn how to avoid that mistake again in future. Making mistakes is not a failing, not learning from them is.
If something comes up at the table, and you cannot find the rule for it in about a minute, just make a decision, let everyone know that’s what you are doing, and that you will look up an official answer before the next session.
Re-read chapters 7, 9, & 10 of the PHB/Basic Rules, the vast majority of all the rules that get used just about every session are in those three chapters.
Run a Session 0.
Take notes for your own records, especially names for NPCs you make up on the spot.
Don't railroad the campaign just because the characters do something unexpected. It ruins the fun if they think everything has been pre-decided. You may not have things perfectly planned out but it will lead to a much better experience.
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This is all very helpful, thank you to everyone who has contributed! I really appreciate it!
"You think you have won! What is light without dark?
What are you without me? I am a part of you all. You can never defeat me. We are brothers eternal!"
The things I wish I could tell my new DM self:
-You don’t have to write your home brew stuff like a module. When I was first starting out with homebrew I wrote my campaign exactly how published modules are written: box text, DM notes, perfect mapping, pristine handwriting, etc. I found this really constrained my creative process and took way too long. I read the Lazy DM method, and while Sly Flourish’s style is nothing like my current one, trying things his way really helped me free up my style and find what worked best for me.
-After trying a published module, trust yourself and try homebrew, at least a one shot. While published modules were a good way to start, trying a homebrew campaign was a really good idea. I discovered that they were much easier for me to run, since I knew the content better and could connect more with my own work than the published modules.
-You’re never going to get encounter balance exactly right, so don’t stress about perfection. Focus on improvising mid-combat. When I first ran encounters, I tried to design them down to the exact amount of monsters beforehand, which wasted prep time. Now, I compile relevant area statblocks together along with a reference list with a range of how many monsters is easy-hard for a particular CR for the current character amount and level. Then, I design each encounter on the fly, taking into account the player’s health and expended abilities. This makes it a lot easier to improvise if the players do something unexpected, and saves prep time. I also adjust things mid combat, if I made a mistake with balance.
-Emphasize roleplaying by example, and don’t stress if your players can’t get into it at first. They will. I’ve introduced a lot of people to DND, and so I’ve had experiences where a player isn’t comfortable stepping into their character’s voice at the start. That’s fine. I still spoke in character and roleplayed responses to their summary of their character’s words, and eventually they started joining in. Now, we can have lengthy conversations in character, and it’s one of the best parts of the game.
-Most important of all: Don’t stress! I was very nervous as a new DM, and I didn’t need to be. My players were not judging me, and in fact often worried just as much about my convenience or enjoyment as I did theirs! DMs deserve fun just as much as players, so relaxing and enjoying gaming with friends is the most important thing to do.
Only spilt the party if you see something shiny.
Ariendela Sneakerson, Half-elf Rogue (8); Harmony Wolfsbane, Tiefling Bard (10); Agnomally, Gnomish Sorcerer (3); Breeze, Tabaxi Monk (8); Grace, Dragonborn Barbarian (7); DM, Homebrew- The Sequestered Lands/Underwater Explorers; Candlekeep
From DMing one game, and playing another: avoid "downtime". This probably echoes what a lot of others are saying, but I want to emphasize it (especially if you're planning to play online at all). Being a player in one game really opened my eyes to how frustrating it is when a DM insists on having notes for everything, reacting perfectly to situations, and generally sticks verbatim to either homebrew notes or printed campaigns. There are regularly 10+ second pauses where he's shuffling through notes to figure out a name, or how an NPC would respond to a question (mid-conversation). It ruins any sense of immersion for the game, and players tend to zone out once it happens.
I took that and made sure to keep it from happening in games I DM. For big moments and decisions, sure, a pause is alright. But for generally telling the story, just make sure you know enough to BS your way through the things you don't know. Coming up with details on the spot and then applying them later is way more conducive to play than looking up all your pre-prepared details ingame.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
My #1 piece of advice is to watch Matt Colville’s Running the Game series. It’s a treasure trove of great advice:
After that, here are my personal top tips:
Welcome to the other side of the DM’s screen!
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Don't railroad the campaign just because the characters do something unexpected. It ruins the fun if they think everything has been pre-decided. You may not have things perfectly planned out but it will lead to a much better experience.