This is my first time DMing, only one person from my party has played before. Right now we have 5 players, may turn into 6. I've dabbled with role playing as a kid with a group of friends, but it was never Dungeons and Dragons.
First question: the night that they create their characters, is it standard to jump into the campaign right away or will I have time to weave these characters into the story? I plan to start with "The Lost Mine of Phandelver" and implement some of the details and encounters.
Second Question: I have the Dungeon Masters Guide 5e, Table Fables, Starter Set 5e and Player's Handbook 5e. I'm leaning towards Volo's guide to Monsters or the Monster Guide for my last purchase. Any suggestions as to which is more useful?
Generally it is better if your first session is used to help get everyone situated into the story, though it is not required to be that way.
The Monster Manual will likely be more useful to you, though if your players are playing any of the races from Volo's they might find that book more helpful.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
The Monster Manual has stat blocks for a ton of monsters and npc types, everything from goblins, to orcs, to dragons, to demons, to bandits, to animals. The MM contains stat blocks and short descriptions, with some longer passages. Volo's has fewer entries but gives a lot of expanded detail on each entry, some entries are new versions of monsters found in the monster manual.
You didn't ask, but, running a large number of players is hard - the game will move much more slowly for everyone and you have a lot more to remember. 5 is already a lot, I would not take on 6 players if I could help it.
As to your first question - I'd try to get everyone into the adventure as quickly as possible - the first session is often best used to talk about expectations and to let the players get used to each other's character ideas. After that, try to get everyone playing in the next session.
1) Having a 'session zero' is usually a really good idea. Searching for that term will probably net you some good hits.
2) dragonborn are in the PHB, so you don't need Volo's for that.
I recommend not buying either until you've exhausted or need to really go beyond the monsters available for free in the DM Basic Rules (downloadable at the wizards site)
I think of my games like episodes in a tv series. First game session is normaly full of action. Like fans watching a new series if the first episode is slow and filled with deep getting to know the character moments I change it. I don't know the characters well enough to care about why so and so hates their family, or why the wizard is afraid of fire magic. But a action packed 1st episode makes me go wow that was cool. What's the story behind the sword swinging barbarian.
Also players need a quick reason to come together. Nothing says we are a team like fighting for your life against a large group of bandits, on in your case raiding a goblin stronghold.
As to your purchase of books I would suggest getting the three core books first. Volos guide is a good book but limited in scope to lots of good detail on only a few monster types. It is dungeons and DRAGONS you should have stats on dragon hehe.
Please note I am assuming from what details you have said about player experience, and what you have chosen as your starting adventure your players will enjoy combat and adventure more then hardcore deep roleplay, at least to start off with.
Thank you all for the input, it is greatly appreciated. I think I have a better idea on how to approach this now. I still have 12 days to figure this all out.
Some other questions...
Are maps and pieces super necessary?
How difficult is it to host guests in sessions? --> Let's say one member is kind of a flake and doesn't always show up, does it make sense to include them in sessions when they can make it or don't allow them unless they can commit to entire campaigns?
Maps are nice, as a dm you should have a good idea of locations. For combat it depends on your players, but I use a grid dry erase mat, and find it super useful, especially with you having lots of players.
As far as having a flake for a player, i personally don't like including them, if I do, and depends on the player, but I let one play the monsters a few times. This worked out but the player wanted to watch and be a part more then play. I have to admit it was fun to let him take the burden of being the monsters and I could sit back and watch the battle unfold.
A lot of my members are really going HAM with the character research and now asking me about mummies and wights. If I allow these characters to exist in the Mine of P campaign, am I going to overwhelm myself?
Yes, there is a line between players playing what they want, and what fits your story. A good game is balanced. I would tell the players to slow down. As new players and a new dm you have a huge amount of adventures, and stories to be played and told using just the content in the core books. No need to go crazy.
Basically as the dm, you deserve to enjoy the game to. If it hurts your head to to try and figure out why a group of undead and strange characters got hired in neverwinter by a dwarf and are going to some small mining town then don't allow it.
You all gave me a lot to think about and I am very appreciative. I think I am pretty much ready to go.
Another question: For starting off, do you really roll a 4 sided dice x amount times (depending on class) and multiply that by 10 gp to get the total amount of coinage to start? That seems like an obscene amount of gold to start off with(I did a trial run and ended up with 420GP). I have the PHB but it seemed pretty vague in the description to me. I was contemplating just having each player start off with 100 200GP and having them purchase armor, weapons and equipment during character creation from that.
I'd just let your players have starting gear and then either assign some starting gold after that or have them roll dice or whatever. Let your players be as wealthy as you need them to be early on.
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
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Hey friends,
This is my first time DMing, only one person from my party has played before. Right now we have 5 players, may turn into 6. I've dabbled with role playing as a kid with a group of friends, but it was never Dungeons and Dragons.
First question: the night that they create their characters, is it standard to jump into the campaign right away or will I have time to weave these characters into the story? I plan to start with "The Lost Mine of Phandelver" and implement some of the details and encounters.
Second Question: I have the Dungeon Masters Guide 5e, Table Fables, Starter Set 5e and Player's Handbook 5e. I'm leaning towards Volo's guide to Monsters or the Monster Guide for my last purchase. Any suggestions as to which is more useful?
Generally it is better if your first session is used to help get everyone situated into the story, though it is not required to be that way.
The Monster Manual will likely be more useful to you, though if your players are playing any of the races from Volo's they might find that book more helpful.
Is there anything that Monster will have that Volo won't? or is Volo just overcomplicated?
Some the members are already asking to play as races such as dragonborn, so I may need Volo.
The Monster Manual has stat blocks for a ton of monsters and npc types, everything from goblins, to orcs, to dragons, to demons, to bandits, to animals. The MM contains stat blocks and short descriptions, with some longer passages. Volo's has fewer entries but gives a lot of expanded detail on each entry, some entries are new versions of monsters found in the monster manual.
You didn't ask, but, running a large number of players is hard - the game will move much more slowly for everyone and you have a lot more to remember. 5 is already a lot, I would not take on 6 players if I could help it.
As to your first question - I'd try to get everyone into the adventure as quickly as possible - the first session is often best used to talk about expectations and to let the players get used to each other's character ideas. After that, try to get everyone playing in the next session.
1) Having a 'session zero' is usually a really good idea. Searching for that term will probably net you some good hits.
2) dragonborn are in the PHB, so you don't need Volo's for that.
I recommend not buying either until you've exhausted or need to really go beyond the monsters available for free in the DM Basic Rules (downloadable at the wizards site)
I think of my games like episodes in a tv series. First game session is normaly full of action. Like fans watching a new series if the first episode is slow and filled with deep getting to know the character moments I change it. I don't know the characters well enough to care about why so and so hates their family, or why the wizard is afraid of fire magic. But a action packed 1st episode makes me go wow that was cool. What's the story behind the sword swinging barbarian.
Also players need a quick reason to come together. Nothing says we are a team like fighting for your life against a large group of bandits, on in your case raiding a goblin stronghold.
As to your purchase of books I would suggest getting the three core books first. Volos guide is a good book but limited in scope to lots of good detail on only a few monster types. It is dungeons and DRAGONS you should have stats on dragon hehe.
Please note I am assuming from what details you have said about player experience, and what you have chosen as your starting adventure your players will enjoy combat and adventure more then hardcore deep roleplay, at least to start off with.
Thank you all for the input, it is greatly appreciated. I think I have a better idea on how to approach this now. I still have 12 days to figure this all out.
Some other questions...
Are maps and pieces super necessary?
How difficult is it to host guests in sessions? --> Let's say one member is kind of a flake and doesn't always show up, does it make sense to include them in sessions when they can make it or don't allow them unless they can commit to entire campaigns?
Maps are nice, as a dm you should have a good idea of locations. For combat it depends on your players, but I use a grid dry erase mat, and find it super useful, especially with you having lots of players.
As far as having a flake for a player, i personally don't like including them, if I do, and depends on the player, but I let one play the monsters a few times. This worked out but the player wanted to watch and be a part more then play. I have to admit it was fun to let him take the burden of being the monsters and I could sit back and watch the battle unfold.
That's a great idea, thank you.
A lot of my members are really going HAM with the character research and now asking me about mummies and wights. If I allow these characters to exist in the Mine of P campaign, am I going to overwhelm myself?
Yes, there is a line between players playing what they want, and what fits your story. A good game is balanced. I would tell the players to slow down. As new players and a new dm you have a huge amount of adventures, and stories to be played and told using just the content in the core books. No need to go crazy.
Basically as the dm, you deserve to enjoy the game to. If it hurts your head to to try and figure out why a group of undead and strange characters got hired in neverwinter by a dwarf and are going to some small mining town then don't allow it.
Be reasonable but firm.
You all gave me a lot to think about and I am very appreciative. I think I am pretty much ready to go.
Another question: For starting off, do you really roll a 4 sided dice x amount times (depending on class) and multiply that by 10 gp to get the total amount of coinage to start? That seems like an obscene amount of gold to start off with(I did a trial run and ended up with 420GP). I have the PHB but it seemed pretty vague in the description to me. I was contemplating just having each player start off with 100 200GP and having them purchase armor, weapons and equipment during character creation from that.
Thoughts?
I'd just let your players have starting gear and then either assign some starting gold after that or have them roll dice or whatever. Let your players be as wealthy as you need them to be early on.