thats what I do, but with a small amount of planning
not reccomended
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Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
My advice would be to get hold of the Essentials Kit and read through, then run that.
Dragon of Icespire Peak and the Essentials Kit is about the best introduction to DMing that WotC have made. It has more scaffolding and is what as a teacher I would call 'modelling'. It gives you an idea of the types of descriptions you might wish to use when describing a location, it's got good outlines of NPCs, and it's got a solid quest structure to build off of. I tend to recommend running DoIP as your first foray into DMing. I would also highly suggest running it using only basic rules. Don't allow character options from outside the basic rules to muddy the waters for you. It's a common mistake I've seen people make and then end up hating DMing, because they wanted to walk before they could run. Don't make it more difficult for yourself at the beginning.
I would also highly recommend the series by the Oxventure's DM - Johnny Chiodini that was done some time ago. It's a very no-nonsense approach to DM/GMing and I still feel like of all the ones I've encountered it's the best to recommend. It's three videos - four if you choose to watch the adventure that was then DMd by the person being shown how to DM. The first video is very much - 'here's how I do it', the second is 'you've come up with an idea for a session, let's go through it together', the third is 'so you've run the adventure, what worked'. I made a playlist here: https://youtube.com/playlist?list=PLvxuQlafitC3Odredtzzr9Qy2ZN-21z93&si=WNt9F_6AMSML-K04
Speaking to the rules and the Dungeon Master's Guide - that's the thing that takes you to the step beyond where you will be able to develop a more complex understanding of how the ruleset works, and how 5e suggest you build dungeons, worlds and encounters. Honestly though...the DMG really isn't all that necessary in order to run D&D.
There are many ways to DM. You have to choose which say you want to do it.
In addition to the many videos on the subject, there are many D&D games that are streamed. Find one or two that has a DM with a style that you like and watch them. Then when you DM and you're stuck ask yourself what that DM would do in the situation. When all else fails, throw in a random encounter and run the session's clock out with combat so you'll have until your next session to figure something out.
What it comes down to is it's the same as anything else: Practice, practice, practice. The important thing to remember is you're going to screw up every time at first. But nobody knows what you "should have done" other than you. Learn from your mistakes and improve.
If you aren't in a group yourself, just watch as many videos as humanly possible on Youtube, not only will you learn the rules, but you'll learn all the other behaviors between the lines. I feel like D&D deserves it own science called DMology or Mastergogy.
There are many ways to DM. You have to choose which say you want to do it.
In addition to the many videos on the subject, there are many D&D games that are streamed. Find one or two that has a DM with a style that you like and watch them. Then when you DM and you're stuck ask yourself what that DM would do in the situation.
Because this keeps coming up the one note of caution I would have when searching youtube or watching streamed session online is this: entertainment for the audience is a factor.
This comes up in the Johnny Chiondini/Luke Westaway How To GM series - they are not just running a game for the players, but creating entertainment for the audience. Critical Role for all of it's good and bad points is a professionally produced TV show in effect. As a result they do have to consider their audience and the entertainment value of what they are putting out. By all means players and DMs should watch streamed games, but they should be clear that it isn't always representative of a table experience. It's not even always a good representation of the game itself.
This is why I prefer recommending the series I did - largely because it acknowledges this and doesn't bother itself too much with the rules but rather the nitty gritty of what goes into a session. What goes into actually running a game. I think Johnny was 100% correct when they said that most of what you need to know to run a game of D&D comes from being a player. As a player you need the same improv skills that a DM needs. So if you've been a player of D&D you're a lot of the way there. That's not to say you have to start as a player - which is why I would recommend the DoIP adventure - but I genuinely believe that playing will give you a better chance than watching streams or recorded session.
All of that said, the most realistic version of D&D 5e I've seen played online is the one run by VLDL their DM is pretty on form and is clear about when they are using the rules that he brings to the table (as opposed to the stock 5e rules).
As a P.S. I do have something I forgot the first time around - the internet doesn't have all the answers. This sounds old fashioned but I've been thinking about the games I used to play in at college and frankly back then even though the internet was around we didn't use it to double check every little thing. We wouldn't double check the Sage Advice to see if Grease could catch fire, the DM would just do what they thought made most sense at the time (usually saying yes it is flammable). All this to say - when DMing, don't worry about what the internet says when ajudicating, throw out the Sage Advice, make the rulings and choices that make the most sense for your table. Another reason why starting off with a published adventure can make the journey easier on you - you get to know your players and table before you inject any of your own creations into the dynamics.
To all renowned DMs out their, give me some tips on how its done.
In all honesty, visit YouTube and search that. You'll get a ton of useful results. After that, read the DMG and it'll make more sense.
After that? Ask questions here, etc.
make like a seraphim and wing it
thats what I do, but with a small amount of planning
not reccomended
Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
there was a pretty good suggestion by Preyfire the other day to read the "New DM Guide" news article. at the top of that post you can click "dungeon master tips" to see even more targeted news articles on the subject. after that? yeah, this is a good place to ask questions.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
Step 0: Have a group of people who want to play D&D with you.
Step 1: Familiarise yourself with the rules.
Step 2: Throw out the bad parts of the rules and do it better.
Step 3: Forget how the rules work.
Step 4: Return to Step 1. Repeat as long as Step 0 permits.
My advice would be to get hold of the Essentials Kit and read through, then run that.
Dragon of Icespire Peak and the Essentials Kit is about the best introduction to DMing that WotC have made. It has more scaffolding and is what as a teacher I would call 'modelling'. It gives you an idea of the types of descriptions you might wish to use when describing a location, it's got good outlines of NPCs, and it's got a solid quest structure to build off of. I tend to recommend running DoIP as your first foray into DMing. I would also highly suggest running it using only basic rules. Don't allow character options from outside the basic rules to muddy the waters for you. It's a common mistake I've seen people make and then end up hating DMing, because they wanted to walk before they could run. Don't make it more difficult for yourself at the beginning.
I would also highly recommend the series by the Oxventure's DM - Johnny Chiodini that was done some time ago. It's a very no-nonsense approach to DM/GMing and I still feel like of all the ones I've encountered it's the best to recommend. It's three videos - four if you choose to watch the adventure that was then DMd by the person being shown how to DM. The first video is very much - 'here's how I do it', the second is 'you've come up with an idea for a session, let's go through it together', the third is 'so you've run the adventure, what worked'. I made a playlist here: https://youtube.com/playlist?list=PLvxuQlafitC3Odredtzzr9Qy2ZN-21z93&si=WNt9F_6AMSML-K04
Speaking to the rules and the Dungeon Master's Guide - that's the thing that takes you to the step beyond where you will be able to develop a more complex understanding of how the ruleset works, and how 5e suggest you build dungeons, worlds and encounters. Honestly though...the DMG really isn't all that necessary in order to run D&D.
That's my suggestion anyhow.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
There are many ways to DM. You have to choose which say you want to do it.
In addition to the many videos on the subject, there are many D&D games that are streamed. Find one or two that has a DM with a style that you like and watch them. Then when you DM and you're stuck ask yourself what that DM would do in the situation. When all else fails, throw in a random encounter and run the session's clock out with combat so you'll have until your next session to figure something out.
What it comes down to is it's the same as anything else: Practice, practice, practice. The important thing to remember is you're going to screw up every time at first. But nobody knows what you "should have done" other than you. Learn from your mistakes and improve.
thanks
If you aren't in a group yourself, just watch as many videos as humanly possible on Youtube, not only will you learn the rules, but you'll learn all the other behaviors between the lines. I feel like D&D deserves it own science called DMology or Mastergogy.
Because this keeps coming up the one note of caution I would have when searching youtube or watching streamed session online is this: entertainment for the audience is a factor.
This comes up in the Johnny Chiondini/Luke Westaway How To GM series - they are not just running a game for the players, but creating entertainment for the audience. Critical Role for all of it's good and bad points is a professionally produced TV show in effect. As a result they do have to consider their audience and the entertainment value of what they are putting out. By all means players and DMs should watch streamed games, but they should be clear that it isn't always representative of a table experience. It's not even always a good representation of the game itself.
This is why I prefer recommending the series I did - largely because it acknowledges this and doesn't bother itself too much with the rules but rather the nitty gritty of what goes into a session. What goes into actually running a game. I think Johnny was 100% correct when they said that most of what you need to know to run a game of D&D comes from being a player. As a player you need the same improv skills that a DM needs. So if you've been a player of D&D you're a lot of the way there. That's not to say you have to start as a player - which is why I would recommend the DoIP adventure - but I genuinely believe that playing will give you a better chance than watching streams or recorded session.
All of that said, the most realistic version of D&D 5e I've seen played online is the one run by VLDL their DM is pretty on form and is clear about when they are using the rules that he brings to the table (as opposed to the stock 5e rules).
As a P.S. I do have something I forgot the first time around - the internet doesn't have all the answers. This sounds old fashioned but I've been thinking about the games I used to play in at college and frankly back then even though the internet was around we didn't use it to double check every little thing. We wouldn't double check the Sage Advice to see if Grease could catch fire, the DM would just do what they thought made most sense at the time (usually saying yes it is flammable). All this to say - when DMing, don't worry about what the internet says when ajudicating, throw out the Sage Advice, make the rulings and choices that make the most sense for your table. Another reason why starting off with a published adventure can make the journey easier on you - you get to know your players and table before you inject any of your own creations into the dynamics.
DM session planning template - My version of maps for 'Lost Mine of Phandelver' - Send your party to The Circus - Other DM Resources - Maps, Tokens, Quests - 'Better' Player Character Injury Tables?
Actor, Writer, Director & Teacher by day - GM/DM in my off hours.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale