the only game I played in person I was a PC and we played without maps/minis, was just all describing everything happening (which I personally wasn't a fan of, but it was still fun).
As a DM I have only DM'd on roll20 (a virtual table-top) so having maps/tokens is very easy as it's all online. If I were to DM in person, I do own some dry/wet-erase grids/maps and would likely use something like chess pieces or poker chips, as I do not have minis. I of course wouldn't be opposed to it, but something as simple as chess/checkers/poker chips works well, as long as you have some way to designate what is what.
Wow thank you guys for all the replies. I will try almost everything you told me but I have another question. Did you guys use miniatures for the monsters etc. or did you make them by yourself?
For most of my combat encounters I do theater-of-the-mind style. There's been a couple of times, though, when the combination of # of enemies and unique battlefield elements made it worth it to use minis. I cheaped out, though. I used my kids' lego guys lol. There were lots of laughs as people proclaimed things like "I use magic missile on the guy with the Stormtrooper helmet." And I got to say things like "C3PO lunges at the dwarf with his scimitar, and cackles as he cuts you for 4 points of damage."
I've also just used pieces of paper and cut little flaps into the bottom so they stand up like the pieces in Stratego, and then I can write on them "Goblin 1" or whatever.
Wow thank you guys for all the replies. I will try almost everything you told me but I have another question. Did you guys use miniatures for the monsters etc. or did you make them by yourself?
I use a combination of both theater of the mind as well as mat and miniatures play. I use minis in combat only. as for the minis, I use dice ( cause I have a lot) with different dice to represent a different type of creature in that combat (I may use a d6 for a goblin, a d8 for a hobgoblin, and a d20 for a bugbear). I also use legos at times depending on the size (dice are good for medium creatures, legos for bigger).
I also want to ask if you have open the adventure book from the starter set behind your dm screen or not. And would you recommend making the same maps from the adventure book or make my own adventure and my own maps?
I have the book handy, but not necessarily open. I open it after the combats just to get the treasure caches, rather than using my own for ease of use. For maps, I use the ones in the adventure, just to save myself the work again, no need to recreate what is already there (but note most of the maps in the starter set are 10ft/square, not 5ft/square). But there is nothing wrong with using your own of course.
yes -- graph paper is nice as it will have squares on it already. There are also wet/dry erase grid mats -- if you search on amazon for "wet erase grid mat" you will find some for about $20 or so.
note that a grid is not necessary, many players play without "counting squares" and kind of estimate movement, to make things more fluid for them. I personally don't like that route, but it's certainly an option.
There's lots of styles, and a lot of it comes down to what you want to do. I like to use the minis as reference, and not much more, so I'm in that group Mehetment referred to. I don't get too worried about exact distances and placement, because I feel that approach allows me to be flexible in my narration of action. I set up the minis in a rough approximation of how I want them, and allow the distances to be "near, middle & far". When someone wants to make a ranged attack, I don't want to count squares, I just want to judge and say "yeah, that's at the far end of your range, so you'll have disadvantage."
I try to get my players to describe what they want to do beyond "I attack that goblin over there with my short bow." Allowing them room to come up with more narrative attacks like "I charge the lead goblin with my sword raised, and bring it down on him with all my might!" makes them feel more connected to the story. This allows for the "rule of cool" to be the main driver of combat, and the players all have more fun when their character does something awesome as opposed to simply "I'm attacking with my shortsword... I rolled a 15."
The real point here, though, is that there isn't really a wrong way to do it. Some players love the grid and prefer to know exactly how much area is going to be affected by a spell. Others go entirely with the Theater of the Mind approach. I think the grid is more comfortable when starting out, because it gives definite, concrete reference as to where everyone is, how far darkvision will let that dwarf see, whether the elven mage can get more than 1 enemy in his cone-shaped spell, etc. As you get more and more comfortable as a DM, you may find you love the grid, or you may want to try something else. Don't sweat it. You can always change your approach as you go. Communication with your players is key, just let them know you're going to try something new.
Another question. When you switch terrains do you switch the maps after the players they are supposed to or are there multiple maps that are put on the table next to each other?
I don't give maps of the dungeon, or location, if that's what you mean. I describe the dungeon as they move through it, and when I want to use minis for combat I only map the room the action is happening in. I don't mind if the players draw a map based off my description, and if I notice one or more of them doing so I try to pay extra attention to detail to make it a little easier on them. I do give an overworld map, and I'll give maps of a town. I feel like that helps the party make decisions about taking side quests. Seeing one quest is a several-day journey one-way, they may plan differently than one that is just on the outskirts of town.
Although, I heard Chris Perkins talk about how he saw a DM do cutouts of each room and passage in a dungeon, so as the party moved from one room to the next they basically built the map right on the table. That sounded pretty cool, but would require a lot more pre-session work than I could commit to.
Another question. When you switch terrains do you switch the maps after the players they are supposed to or are there multiple maps that are put on the table next to each other?
I'd suggest not always being on a map -- i.e. walking through town, no need for a map. Maybe you have a map of the town you are showing, for reference, but not mini's where each character is in the town -- that just gets too tedious. Same thing with traveling between locations, no need for the map if nothing is going on.
I think of the maps as mostly battle-areas. If a combat is about to ensue, I'd draw/place the map then at that point (think at the time you're rolling initiative, combat is established so having the dimensions/distances is important). But that's because I enforce distances and such moved and reached during battle, unlike Nayt above (As he said, neither way is wrong). However I'm not drawing out a map of the path from Neverwinter to Phandalin, as I find that would be a waste of time as nothing is happening there. I'll draw a map for any encounters that happen, but that's because I feel they are needed for reference during combat.
As far as different terrains -- honestly playing in person I'd be drawing with a black marker on white paper, couldn't tell if it was desert or grassland. I would put in obstacles by simply drawing those spaces out and drawing lines through it (maybe with a red marker for fire, green for bushes). Something like this
(not my drawing/picture, just a reference). My focus wouldn't be on the "prettiness" of the map, but just making sure it was functional -- what the players are "seeing" are still in their mind, not my terrible artistic (in)ability.
Another question. When you switch terrains do you switch the maps after the players they are supposed to or are there multiple maps that are put on the table next to each other?
I normally only use maps for combat. It isn't necessary to spend hours creating a map for something that you can just describe your players walking through. However, for battle maps, one of the greatest investments I have ever made was buying one of these bad boys. Wet erase battle maps let you quickly draw, and then erase, everything you need. My maps tend to be rough (that circle is a tree, and that squiggly line is an elevation change), but I explain what the lines mean and they give my players a good enough sense of the terrain that they can make informed decisions about where to go. I then use miniatures for PC's and spice drops for other combatants. (The tradition at my table is that the person getting the killing blow on a creature gets to eat the spice drop.)
And also my friends never played D&D so Is it going to be a problem teaching them the rules?
Sometimes, that's even better! Just go in telling everyone that patience and focus are necessary, and set those expectations before you roll your first dice. Also, realize from a DM standpoint that you are probably not going to get nearly as far in your adventure as you think you will. Remember that the rules should help the experience, not get in the way of it. Merlin knows I make many split-second decisions that are probably wrong because I'd rather keep the story going than spend 5 minutes fumbling with my rule book.
If you're confused with how to set things up, I highly recommend at least glancing at a prewritten adventure. Even if you're dead set on writing your own campaign for your first time, it's really nice to be able to have a reference for the level of preparation, the balance of encounters, and the number of maps you should be making. Good luck!
Exactly what I want to do. :) Now I have a question for the ability checks. Do I determine the DC or is there something in the rules that I should read?
DMG, page 238. Advice on setting DCs.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
And also my friends never played D&D so Is it going to be a problem teaching them the rules?
Hard to answer that because everyone and every group of friends is different -- but keep it simple. Everyone isn't going to want to invest $50 into a PHB to start playing, nor read through the SRD online. Have them review only the class they want to play, and focus on learning that class up to like level 3 (will give you plenty of time for a few sessions, before learning more of what their characters can do beyond that). Players who have a ton of RPG experience will take/learn rules differently than someone who has never played an RPG, but is into fantasy novels, who will take/learn rules differently than someone who has never done anything of the sort at all and doesn't know the difference between an Orc and a Goblin.
Basically tell them that they can do whatever they want. Some things will be easier than others, and they might face resistance, but if they want to try it, they can. It's important for you to know as much as you can (but don't be afraid thinking you need to know everything, because you don't) and the players don't really need to know much. Handle things as they come up -- if you don't have combat in your first session, there's no reason to have spent time going over the rules. If there are no spellcasters, don't cover spellcasting -- if there are, don't explain it to the rogue if they aren't interested, have them reading/checking out something else while going over it with the wizard/sorceror/whatever.
If you're not sure on something, as Matthias implied just roll a d20 to determine if it happens or not, set a DC (based on this) and have the PC add modifiers that seem to fit (jumping, add dex/acrobatics/athletics, drinking an unknown fluid add CON)
Exactly what I want to do. :) Now I have a question for the ability checks. Do I determine the DC or is there something in the rules that I should read?
Sometimes it's explicit in what you're setting up, like a monster's attack may say a target has to succeed on a DC 14 saving throw. IF you are doing a published adventure, when the scene is set, it may also be explicit about something like "To break down this door will require a DC20" Otherwise, you set it yourself. The basic rule of thumb is along the lines of "is this easy, medium, or hard?" Easy = DC10, Medium = DC15, Hard = DC20. You can set Very Easy to 5 and Very Hard and Nearly Impossible to 25 & 30 respectively.
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Leave the gun. Take the cannoli.
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the only game I played in person I was a PC and we played without maps/minis, was just all describing everything happening (which I personally wasn't a fan of, but it was still fun).
As a DM I have only DM'd on roll20 (a virtual table-top) so having maps/tokens is very easy as it's all online. If I were to DM in person, I do own some dry/wet-erase grids/maps and would likely use something like chess pieces or poker chips, as I do not have minis. I of course wouldn't be opposed to it, but something as simple as chess/checkers/poker chips works well, as long as you have some way to designate what is what.
How do you get a one-armed goblin out of a tree?
Wave!
Leave the gun. Take the cannoli.
How do you get a one-armed goblin out of a tree?
Wave!
yes -- graph paper is nice as it will have squares on it already. There are also wet/dry erase grid mats -- if you search on amazon for "wet erase grid mat" you will find some for about $20 or so.
If you want to go a little more hi-tech, I've seen things online also where others set up projector screens attached to a computer, projecting a grid downward for the minis to be placed, like this https://www.dailydot.com/parsec/digital-projected-tabletop-rpg-map/
How do you get a one-armed goblin out of a tree?
Wave!
note that a grid is not necessary, many players play without "counting squares" and kind of estimate movement, to make things more fluid for them. I personally don't like that route, but it's certainly an option.
How do you get a one-armed goblin out of a tree?
Wave!
There's lots of styles, and a lot of it comes down to what you want to do. I like to use the minis as reference, and not much more, so I'm in that group Mehetment referred to. I don't get too worried about exact distances and placement, because I feel that approach allows me to be flexible in my narration of action. I set up the minis in a rough approximation of how I want them, and allow the distances to be "near, middle & far". When someone wants to make a ranged attack, I don't want to count squares, I just want to judge and say "yeah, that's at the far end of your range, so you'll have disadvantage."
I try to get my players to describe what they want to do beyond "I attack that goblin over there with my short bow." Allowing them room to come up with more narrative attacks like "I charge the lead goblin with my sword raised, and bring it down on him with all my might!" makes them feel more connected to the story. This allows for the "rule of cool" to be the main driver of combat, and the players all have more fun when their character does something awesome as opposed to simply "I'm attacking with my shortsword... I rolled a 15."
The real point here, though, is that there isn't really a wrong way to do it. Some players love the grid and prefer to know exactly how much area is going to be affected by a spell. Others go entirely with the Theater of the Mind approach. I think the grid is more comfortable when starting out, because it gives definite, concrete reference as to where everyone is, how far darkvision will let that dwarf see, whether the elven mage can get more than 1 enemy in his cone-shaped spell, etc. As you get more and more comfortable as a DM, you may find you love the grid, or you may want to try something else. Don't sweat it. You can always change your approach as you go. Communication with your players is key, just let them know you're going to try something new.
Leave the gun. Take the cannoli.
Leave the gun. Take the cannoli.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I'd suggest not always being on a map -- i.e. walking through town, no need for a map. Maybe you have a map of the town you are showing, for reference, but not mini's where each character is in the town -- that just gets too tedious. Same thing with traveling between locations, no need for the map if nothing is going on.
I think of the maps as mostly battle-areas. If a combat is about to ensue, I'd draw/place the map then at that point (think at the time you're rolling initiative, combat is established so having the dimensions/distances is important). But that's because I enforce distances and such moved and reached during battle, unlike Nayt above (As he said, neither way is wrong). However I'm not drawing out a map of the path from Neverwinter to Phandalin, as I find that would be a waste of time as nothing is happening there. I'll draw a map for any encounters that happen, but that's because I feel they are needed for reference during combat.
As far as different terrains -- honestly playing in person I'd be drawing with a black marker on white paper, couldn't tell if it was desert or grassland. I would put in obstacles by simply drawing those spaces out and drawing lines through it (maybe with a red marker for fire, green for bushes). Something like this
(not my drawing/picture, just a reference). My focus wouldn't be on the "prettiness" of the map, but just making sure it was functional -- what the players are "seeing" are still in their mind, not my terrible artistic (in)ability.
How do you get a one-armed goblin out of a tree?
Wave!
PBP: DM of Titans of Tomorrow
PBP: Lera Zahuv in Whispers of Dissent
PBP: Evaine Brae in Innistrad: Dark Ascension
PBP: Cor'avin in Tomb of Annihilation
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
How do you get a one-armed goblin out of a tree?
Wave!
Leave the gun. Take the cannoli.