Me and my three other friends want to play dnd. We don’t have a dm. We’ve never played dnd before. Ive volunteered to figure this out, because I have wanted to write an interactive story like this for a while. Are there resources for a beginner? I need stuff like, how to do the math, calculations, how to do combat, etc. Also in terms of building the story, I do need suggestions on monsters. I’ve built the story around the players not knowing who they are or where they are, and something to do with them being part of a prophecy. I also want it to be pretty open. Because I’m a beginner, I was thinking I would do ‘episodes’ that have a pre written ‘frame’ for what will happen, and pretty much I’ve already set some paths for them to go down in terms of antagonists or bbeg’s as I’ve learned they’re called.
How the math and calculations work are explained in the basic rules, but they have also released a very new player friendly one shot with Peril in Pinebrook. The pdf is free and I strongly recommend using this one shot to get your group into D&D. It tells you as a DM how the structure of how to present an adventure works and gets you into the flow without having to bother too much with trying to write your own adventure.
Personally, I see writing your own adventure to be an advanced skill. My advice is always to start with pre-written material and then change it to your needs.
Everything you need here is right at your fingertips, walk before you can run. Enjoy reading the setting and adventure, try to imagine what your friends might do as you are looking over each scene. It's a whole different way to read a story. And ask any questions you have here.
Oh, and every book starts by saying that the rules are a suggestion. They are the paints to craft your world and story with, never shackles.
Really can't recommend enough watching some live plays so you can see how the flow of the game works! I prefer Dimension 20 because it's faster/more condensed than Critical Roll. You could smash out a Dimension 20 main cast season in a couple weekends and learn so much about how to run a game. Because they have a limited number of episodes, you start to get a feel for how to hit all the necessary story beats you want too
Don’t watch popular actual plays like Dimension 20/critical role. This will set expectations that you probably can’t meet and arguably shouldn’t meet. Critical role etc. aren’t D&D games but instead are influencer overly emotive style performances with cringy(depending on taste) voice actors. These games use minimal(at times none) D&D rule sets.
So what to do? Find a module(there are many free ones available use google search) or start with Shattered Obelisk which is excellent. Create a free Roll20 account and familiarize yourself with character creation/turn order etc. and start rolling dice 🥃
A pad of graph paper A notebook or some note Cards A pen or pencil Players Handbook Dungeon Masters Guide Monster Manual
A subscription to D&D Beyond. While not a need per se it can allow a group to pool their resources get the books they need to play the game and share out the material on mobile devices.
The DM's and the Players also need sources of inspiration. Read books, watch all sorts of movie watch things like Critical roll. Pay particular attention what the dm's do and what they do not do. You can also make connections with other dungeon master at the local hobby/gaming store.
However, most of all you need imagination and a desire to have fun
As above what others stated, you can get some basic ideas by running a starter module and change things in the moment that fit your group. Sprinkle in some of your own challenges, give them a choice in the game to press forward (module) or go for glory with another opportunity (homebrew). Something to that effect at least gives them some agency and begins to feel less like a railroad.
Also set a consistent schedule. This is a must for the game to survive. Occasionally a player can't make it, sure, but the game goes on. The PC who misses a session is either off on a side quest or just in the background and they don't do critical decisions.
I treat it like going to church. Every Sunday, church is going on, and if the sermon is great, the congregation will show up. Unless I get really ill, then I text them all and say "postponed till next week."
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Me and my three other friends want to play dnd. We don’t have a dm. We’ve never played dnd before. Ive volunteered to figure this out, because I have wanted to write an interactive story like this for a while. Are there resources for a beginner? I need stuff like, how to do the math, calculations, how to do combat, etc. Also in terms of building the story, I do need suggestions on monsters. I’ve built the story around the players not knowing who they are or where they are, and something to do with them being part of a prophecy. I also want it to be pretty open. Because I’m a beginner, I was thinking I would do ‘episodes’ that have a pre written ‘frame’ for what will happen, and pretty much I’ve already set some paths for them to go down in terms of antagonists or bbeg’s as I’ve learned they’re called.
Good on you for volunteering! DDB has a "New DM Guide" here: https://www.dndbeyond.com/posts/1452-how-to-be-a-dungeon-master
Many things I could tell you area already covered in there.
How the math and calculations work are explained in the basic rules, but they have also released a very new player friendly one shot with Peril in Pinebrook. The pdf is free and I strongly recommend using this one shot to get your group into D&D. It tells you as a DM how the structure of how to present an adventure works and gets you into the flow without having to bother too much with trying to write your own adventure.
Personally, I see writing your own adventure to be an advanced skill. My advice is always to start with pre-written material and then change it to your needs.
Tacking on to that... Don't Panic.
Everything you need here is right at your fingertips, walk before you can run. Enjoy reading the setting and adventure, try to imagine what your friends might do as you are looking over each scene. It's a whole different way to read a story. And ask any questions you have here.
Oh, and every book starts by saying that the rules are a suggestion. They are the paints to craft your world and story with, never shackles.
Really can't recommend enough watching some live plays so you can see how the flow of the game works! I prefer Dimension 20 because it's faster/more condensed than Critical Roll. You could smash out a Dimension 20 main cast season in a couple weekends and learn so much about how to run a game. Because they have a limited number of episodes, you start to get a feel for how to hit all the necessary story beats you want too
Don’t watch popular actual plays like Dimension 20/critical role. This will set expectations that you probably can’t meet and arguably shouldn’t meet. Critical role etc. aren’t D&D games but instead are influencer overly emotive style performances with cringy(depending on taste) voice actors. These games use minimal(at times none) D&D rule sets.
So what to do? Find a module(there are many free ones available use google search) or start with Shattered Obelisk which is excellent. Create a free Roll20 account and familiarize yourself with character creation/turn order etc. and start rolling dice 🥃
You need the following:
A pad of graph paper
A notebook or some note Cards
A pen or pencil
Players Handbook
Dungeon Masters Guide
Monster Manual
A subscription to D&D Beyond. While not a need per se it can allow a group to pool their resources get the books they need to play the game and share out the material on mobile devices.
The DM's and the Players also need sources of inspiration. Read books, watch all sorts of movie watch things like Critical roll. Pay particular attention what the dm's do and what they do not do. You can also make connections with other dungeon master at the local hobby/gaming store.
However, most of all you need imagination and a desire to have fun
As above what others stated, you can get some basic ideas by running a starter module and change things in the moment that fit your group. Sprinkle in some of your own challenges, give them a choice in the game to press forward (module) or go for glory with another opportunity (homebrew). Something to that effect at least gives them some agency and begins to feel less like a railroad.
Also set a consistent schedule. This is a must for the game to survive. Occasionally a player can't make it, sure, but the game goes on. The PC who misses a session is either off on a side quest or just in the background and they don't do critical decisions.
I treat it like going to church. Every Sunday, church is going on, and if the sermon is great, the congregation will show up. Unless I get really ill, then I text them all and say "postponed till next week."