I’m a first time Dm with 3 first time players and they are currently at a mansion and have spent 3 sessions on the first floor on the mansion looking for a helmet to cook some Mac and cheese in.
Let them find a helmet, and then hear a whispered peal for help from upstairs.
Don't over think it, don't try to be absolutely "only what's in the module" -- but don't force them (I know, contradictory).
THey are new players. They are still learning what they can do, and what they can't, and how the game works at the most simple level. YOu can railroad them later, for now just let them be, and if they want to find a helmet, give them one. THen have it break. heck, have a wandering ghost drop it in a huff and make your self an NPC that is just so tired of these so called adventures...
Full disclosure: I run my games very much in a way that if my players want to take a piss and not do anything, I let them. I also start to do silly things to them if they are really going overboard, but my core style right now is "go on explore" followed by an evil smirk.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Give them a helmet day 1, funny side moment accomplished. I really don't know how this would have taken 3 days.
This just sounds like one of those little jokey roleplay scenarios players cook up on the side, and you might have made it a thing by withholding the means to do it and therefore keep them from moving onto the next thing as they normally would have. Once their appetites for jokey-joke bits are satisfied, then they'll move onto the actual game.
That said, it's a truth universally acknowledged that new players are unused to a game that relies on no pre-programmed constraints like your average video or boardgame, where anything they want to do and any whim they want to act on can be acted on. They will get distracted by this unless you have a Talk with them regarding what everyone's expectations from the game are. If you want a game that has more of a balance between jokey-joke Marvel quipping and High Fantasy adventure, then the worst way to go about that would be to punish characters in-game for not playing that way. The best way to communicate with them is with mouths, and words, frankly and outside of the game.
(Thought I am interested to hear the rest of the context around how this has taken 3 days. I mean, the mac and cheese would have turned cold by then!)
Another vote for giving them the helmet. And, if they keep it, make it plot important. “We’ve been cooking Mac and cheese in the helmet of the warrior poet Xanadu the Unhinged?!?! The same helmet that needs to be worn to complete the ancient ritual?!?”
Ok, thanks. And to how it has taken them three days… so on the first session they came to the mansion and almost got killed by three twig blights (They are all Dragonborn fighters) and then went inside and did almost nothing for the rest of the session. On session two they spent the whole 3 hour session searching the 20ft by 10ft pantry and found a lot of cans some weed because one of them wanted something illegal and last but not least they found one half empty box of Mac and chess (which they have tried to cook in the toilet). On session three one of them had moved on from the Mac and chess and went up stairs and got attacked by a zombie and then proceeded to run away and trip down the stairs.
This does sound like a bit of style mismatch. What they are doing shows they are engaged, creative, and in their own narrative. Check in with them on the "Is this fun or frustrating?" question and then share what your fun is and make any needed adjustments as a group.
I'm getting the feeling that the group dynamics are out of sync between DM and players.
Have a serious yet calm discussion with them about their expectations and yours.
In other situations, the advice above is pretty good. You may not be giving them something to compel them to move on, OR, if there's something they are fixated on, sometimes you just have to break immersion and say, "hey, look, you can keep doing this thing, but I have this whole adventure over here".
But honestly, it sounds like they do not respect your time or effort, and, personally, I would stop running a claim for them after the second session of just this bs. One session may be fine and fun and games, 2 full sessions, and we have a sit down talk (probably even before the session is set to end), about that behavior and the DM/player expectations, and if upon returning to session it continues, I'm out.
I would SINCERELY not tolerate 3 sessions of Mac and cheese hunting.
So at the start of the next session, announce right away “you guys have found the Mac n cheese!” Then pull a few bowls of Mac and cheese with a cutout of a helmet taped to them, handing one to each player. I’ve got a great crock pot Mac n cheese recipe if you are interested, or just order from somewhere or use the boxed stuff.
Next announce loudly and firmly; “before you stands the staircase ascending to the next level of the mansion.”
It sounds like you might not be fully grasping the extent of the DM's job/ability. This is in no way my blaming you, and if I'm off base then just feel free to ignore me.
When I first started as a DM, there were a lot of "lulls" in the game, where nothing happened for sessions at a time. This was because I had a plot in my head, but didn't have the plot given to the players in any meaningful way. I also had a VERY firm idea of what was in any given location, without giving room for adaptability or change based on player interaction.
If I were my younger self and in your shoes, I would've been doing the same thing. The key here is to provide the players either with what they're looking for, or the means to do so. If they want to find something, and you're not sure if it's there? Have them roll. If the players roll a high enough perception/investigation check, and the thing isn't game breaking, then just make it so that they find one miraculously. If they roll low, tell them that they search thoroughly but it's not here and then *move on*.
They key to being a DM, in my opinion, is moving the game forward. It doesn't have to be a grand plot - just keep the pacing in a positive direction. They find the helmet, cook the Mac and cheese, and what happens next? That's the exciting part.
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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?
Ok, thanks. And to how it has taken them three days… so on the first session they came to the mansion and almost got killed by three twig blights (They are all Dragonborn fighters) and then went inside and did almost nothing for the rest of the session. On session two they spent the whole 3 hour session searching the 20ft by 10ft pantry and found a lot of cans some weed because one of them wanted something illegal and last but not least they found one half empty box of Mac and chess (which they have tried to cook in the toilet). On session three one of them had moved on from the Mac and chess and went up stairs and got attacked by a zombie and then proceeded to run away and trip down the stairs.
A couple of things. I know that my brand-new players became very hesitant to explore after their first battle and seeing how quickly HPs can drop from just one hit at level one. You could ask if that is a source of concern for them and discuss ways it could be mitigated for this first level. (For myself I reminded that that RAW assures them that they are not automatically dead if they hit 0hp but roll a series of saves that give others a chance to stabilize. assured them that my goal is not to kill them but we are gathered to create awesome stories together....but death could certainly happen.)
As others indicated, I'm not sure I would let 3 hours go by of searching a small space for a helmet to cook in (or searching for anything really). I'd be tempted to decide right away if they'd find something or not. Since it's not really a game-breaking thing, I might not even get them to roll a check or if they did I'd make it a really low threshold and just give it to them for colour. (I might also remind them that a standard explorers or adventure kit would probably have a pot to cook in.) If I thought they'd probably not find it in that space I'd suggest that looking elsewhere might turn something up. They are now motivated to leave that space. All in all something like that should maybe be a ten-minute thing. If they said "We spend the next three hours cooking and eating" well, that's what random encounters are for.
While players should rightly control the kind of story they want to tell, as DMs, we have a lot of control over the pacing of things. If I saw "You spend the next 3 hours searching for a helmet in this little space and find nothing>" and it's actually been only five minutes in real-time, it is so and now they need to react to this new reality...no pots or helms here. Same if I say you find one right away and eat. Now what?
Ok, thanks. And to how it has taken them three days… so on the first session they came to the mansion and almost got killed by three twig blights (They are all Dragonborn fighters) and then went inside and did almost nothing for the rest of the session. On session two they spent the whole 3 hour session searching the 20ft by 10ft pantry and found a lot of cans some weed because one of them wanted something illegal and last but not least they found one half empty box of Mac and chess (which they have tried to cook in the toilet). On session three one of them had moved on from the Mac and chess and went up stairs and got attacked by a zombie and then proceeded to run away and trip down the stairs.
A couple of things. I know that my brand-new players became very hesitant to explore after their first battle and seeing how quickly HPs can drop from just one hit at level one. You could ask if that is a source of concern for them and discuss ways it could be mitigated for this first level. (For myself I reminded that that RAW assures them that they are not automatically dead if they hit 0hp but roll a series of saves that give others a chance to stabilize. assured them that my goal is not to kill them but we are gathered to create awesome stories together....but death could certainly happen.)
As others indicated, I'm not sure I would let 3 hours go by of searching a small space for a helmet to cook in (or searching for anything really). I'd be tempted to decide right away if they'd find something or not. Since it's not really a game-breaking thing, I might not even get them to roll a check or if they did I'd make it a really low threshold and just give it to them for colour. (I might also remind them that a standard explorers or adventure kit would probably have a pot to cook in.) If I thought they'd probably not find it in that space I'd suggest that looking elsewhere might turn something up. They are now motivated to leave that space. All in all something like that should maybe be a ten-minute thing. If they said "We spend the next three hours cooking and eating" well, that's what random encounters are for.
While players should rightly control the kind of story they want to tell, as DMs, we have a lot of control over the pacing of things. If I saw "You spend the next 3 hours searching for a helmet in this little space and find nothing>" and it's actually been only five minutes in real-time, it is so and now they need to react to this new reality...no pots or helms here. Same if I say you find one right away and eat. Now what?
If it IS a healthy fear of death, you can let them know can assure them that it's not the end of the game. You can either reroll or as the dm, maybe you can work something out (they just get knocked unconscious),
Or you can just level them up to 2. The difference between 1 and 2 is staggering.
I second the call to level them up. Also, go over rest mechanics with them if they're having issues: short and long rests are important methods of regaining health in 5E.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I'm going to introduce you to one of the most powerful tools in a GM's box: the phrase "are you sure you want to do that?"
From the sounds of things, your party has gone full Chaotic Stupid. So it becomes a question of if you can get them interested in actually playing the adventure you've prepared instead of just spending session after session indulging in Zany Antics, and if not, do you actually want to keep running the game for them?
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Ok, and i do want to continue running the game because i think it’s partially my fault for not really knowing how to explain what’s going on around them. In all of our sessions i have at some point not explained what is going on enough
I’m a first time Dm with 3 first time players and they are currently at a mansion and have spent 3 sessions on the first floor on the mansion looking for a helmet to cook some Mac and cheese in.
I have to ask.. These are 1st time players. What got them interested in playing D&D? How old are they?
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I’m a first time Dm with 3 first time players and they are currently at a mansion and have spent 3 sessions on the first floor on the mansion looking for a helmet to cook some Mac and cheese in.
Let them find a helmet, and then hear a whispered peal for help from upstairs.
Don't over think it, don't try to be absolutely "only what's in the module" -- but don't force them (I know, contradictory).
THey are new players. They are still learning what they can do, and what they can't, and how the game works at the most simple level. YOu can railroad them later, for now just let them be, and if they want to find a helmet, give them one. THen have it break. heck, have a wandering ghost drop it in a huff and make your self an NPC that is just so tired of these so called adventures...
Full disclosure: I run my games very much in a way that if my players want to take a piss and not do anything, I let them. I also start to do silly things to them if they are really going overboard, but my core style right now is "go on explore" followed by an evil smirk.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Give them a helmet day 1, funny side moment accomplished. I really don't know how this would have taken 3 days.
This just sounds like one of those little jokey roleplay scenarios players cook up on the side, and you might have made it a thing by withholding the means to do it and therefore keep them from moving onto the next thing as they normally would have. Once their appetites for jokey-joke bits are satisfied, then they'll move onto the actual game.
That said, it's a truth universally acknowledged that new players are unused to a game that relies on no pre-programmed constraints like your average video or boardgame, where anything they want to do and any whim they want to act on can be acted on. They will get distracted by this unless you have a Talk with them regarding what everyone's expectations from the game are. If you want a game that has more of a balance between jokey-joke Marvel quipping and High Fantasy adventure, then the worst way to go about that would be to punish characters in-game for not playing that way. The best way to communicate with them is with mouths, and words, frankly and outside of the game.
(Thought I am interested to hear the rest of the context around how this has taken 3 days. I mean, the mac and cheese would have turned cold by then!)
Another vote for giving them the helmet.
And, if they keep it, make it plot important. “We’ve been cooking Mac and cheese in the helmet of the warrior poet Xanadu the Unhinged?!?! The same helmet that needs to be worn to complete the ancient ritual?!?”
Ok, thanks. And to how it has taken them three days… so on the first session they came to the mansion and almost got killed by three twig blights (They are all Dragonborn fighters) and then went inside and did almost nothing for the rest of the session. On session two they spent the whole 3 hour session searching the 20ft by 10ft pantry and found a lot of cans some weed because one of them wanted something illegal and last but not least they found one half empty box of Mac and chess (which they have tried to cook in the toilet). On session three one of them had moved on from the Mac and chess and went up stairs and got attacked by a zombie and then proceeded to run away and trip down the stairs.
This does sound like a bit of style mismatch. What they are doing shows they are engaged, creative, and in their own narrative. Check in with them on the "Is this fun or frustrating?" question and then share what your fun is and make any needed adjustments as a group.
Ok, will do.
Players find helmet.
Players cook in said helmet.
Players find headless suit of armor.
Players place helmet on armor.
Armor comes alive as a macaroni and cheese monster.
Either roll initiave or they befriend it as a new companion and a possible endless food supply.
I'm getting the feeling that the group dynamics are out of sync between DM and players.
Have a serious yet calm discussion with them about their expectations and yours.
In other situations, the advice above is pretty good. You may not be giving them something to compel them to move on, OR, if there's something they are fixated on, sometimes you just have to break immersion and say, "hey, look, you can keep doing this thing, but I have this whole adventure over here".
But honestly, it sounds like they do not respect your time or effort, and, personally, I would stop running a claim for them after the second session of just this bs. One session may be fine and fun and games, 2 full sessions, and we have a sit down talk (probably even before the session is set to end), about that behavior and the DM/player expectations, and if upon returning to session it continues, I'm out.
I would SINCERELY not tolerate 3 sessions of Mac and cheese hunting.
So at the start of the next session, announce right away “you guys have found the Mac n cheese!” Then pull a few bowls of Mac and cheese with a cutout of a helmet taped to them, handing one to each player. I’ve got a great crock pot Mac n cheese recipe if you are interested, or just order from somewhere or use the boxed stuff.
Next announce loudly and firmly; “before you stands the staircase ascending to the next level of the mansion.”
It sounds like you might not be fully grasping the extent of the DM's job/ability. This is in no way my blaming you, and if I'm off base then just feel free to ignore me.
When I first started as a DM, there were a lot of "lulls" in the game, where nothing happened for sessions at a time. This was because I had a plot in my head, but didn't have the plot given to the players in any meaningful way. I also had a VERY firm idea of what was in any given location, without giving room for adaptability or change based on player interaction.
If I were my younger self and in your shoes, I would've been doing the same thing. The key here is to provide the players either with what they're looking for, or the means to do so. If they want to find something, and you're not sure if it's there? Have them roll. If the players roll a high enough perception/investigation check, and the thing isn't game breaking, then just make it so that they find one miraculously. If they roll low, tell them that they search thoroughly but it's not here and then *move on*.
They key to being a DM, in my opinion, is moving the game forward. It doesn't have to be a grand plot - just keep the pacing in a positive direction. They find the helmet, cook the Mac and cheese, and what happens next? That's the exciting part.
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?
Ok, I’ll get them to roll. Thanks!
A couple of things. I know that my brand-new players became very hesitant to explore after their first battle and seeing how quickly HPs can drop from just one hit at level one. You could ask if that is a source of concern for them and discuss ways it could be mitigated for this first level. (For myself I reminded that that RAW assures them that they are not automatically dead if they hit 0hp but roll a series of saves that give others a chance to stabilize. assured them that my goal is not to kill them but we are gathered to create awesome stories together....but death could certainly happen.)
As others indicated, I'm not sure I would let 3 hours go by of searching a small space for a helmet to cook in (or searching for anything really). I'd be tempted to decide right away if they'd find something or not. Since it's not really a game-breaking thing, I might not even get them to roll a check or if they did I'd make it a really low threshold and just give it to them for colour. (I might also remind them that a standard explorers or adventure kit would probably have a pot to cook in.) If I thought they'd probably not find it in that space I'd suggest that looking elsewhere might turn something up. They are now motivated to leave that space. All in all something like that should maybe be a ten-minute thing. If they said "We spend the next three hours cooking and eating" well, that's what random encounters are for.
While players should rightly control the kind of story they want to tell, as DMs, we have a lot of control over the pacing of things. If I saw "You spend the next 3 hours searching for a helmet in this little space and find nothing>" and it's actually been only five minutes in real-time, it is so and now they need to react to this new reality...no pots or helms here. Same if I say you find one right away and eat. Now what?
If it IS a healthy fear of death, you can let them know can assure them that it's not the end of the game. You can either reroll or as the dm, maybe you can work something out (they just get knocked unconscious),
Or you can just level them up to 2. The difference between 1 and 2 is staggering.
I second the call to level them up. Also, go over rest mechanics with them if they're having issues: short and long rests are important methods of regaining health in 5E.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Also they left their supplies behind in a shack and then burnt the shack
I'm going to introduce you to one of the most powerful tools in a GM's box: the phrase "are you sure you want to do that?"
From the sounds of things, your party has gone full Chaotic Stupid. So it becomes a question of if you can get them interested in actually playing the adventure you've prepared instead of just spending session after session indulging in Zany Antics, and if not, do you actually want to keep running the game for them?
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Ok, and i do want to continue running the game because i think it’s partially my fault for not really knowing how to explain what’s going on around them. In all of our sessions i have at some point not explained what is going on enough
I have to ask.. These are 1st time players. What got them interested in playing D&D? How old are they?