I'm a DM for a small group of new players and I want their experience of D&D to be top notch (so that maybe they'll play with me again, heh), and I was wondering what little things you can do for your game setup that could just give the experience that extra swirl of color. Any tips, hints, or tricks would be greatly appreciated! Thanks!
I like to use rumors as a way to introduce all kinds of informations, true or false, adventure ideas, new contacts etc...
I also like to have the party show up in rumors either directly or indirectly by naming them or their past exploit, sometimes right yet other times transformed or exagerated.
First time DM here, who just finished running a Spelljammer Academy campaign four weeks ago:
The single most important tip is to listen to your players, what they're interested in.
One of my players said their PC was interested in seeing strange life out in Wildspace. So even though it wasn't in the module, I had the PC's ship cruise by the world of Garden, just a very short flyby (and I accompanied it with a picture) of the mass of twisting vines binding a lot of planetoids together. The ship didn't even stop or get too close, but the PC/player were absolutely fascinated by that, and were shocked when I mentioned that I added that part just for them. It was just a few short minutes, but it left an impression because it was about something the player was interested in. Now, I will admit that it can sometimes be difficult to listen to the PC's while you're busy doing three things at once to prepare scenes and think about what the NPC will say next, but the effort is worthwhile.
Make their character build choices feel validated.
I had a Druid, a Rogue, and a Wizard as main PC's. So I added in some herbs and space moss which the Druid could use to make healing potions. I added locked and trapped chests for the Rogue to hone their craft on. I added some minor magical items for the Wizard to identify. None of those were in the module before, but they were simple things to make the class they chose feel like its contributing to the adventure.
Reward roleplaying choices.
I had one of my NPC's reading a book I made up called "1001 ways to die in Wildspace," getting increasingly anxious. One of my PC's confiscated the book and started flipping through it. Later on, when certain space enemies were encountered, I gave the player advantage on knowledge checks about those creatures because of the book.
The big thing is lean into what makes TTRPGs unique compared to books, films or even computer games: the story is about and is influenced by the players. As Stabbey says if someone is interested in something give it to them, even if it's only briefly it makes them realise that they are the driving force of the world. It also does you a favour as a DM because if you're stuck for ideas you just need to listen and that can often be enough to fill a whole session. Similar can be said for player backstories, if they've gone to the trouble of writing something give them a pay off, they'll be more invested in the world if it's about them (and good players are also invested in other player's stories) and again it does you a favour by providing ideas for future sessions.
As for giving it more colour don't forget that what you're picturing in your mind might not be what your players are picturing so make sure you give enough detail to really create the image you want. "You walk into a bar" is pretty flat and unispiring but "you walk into a bar, there's the low rumble of dozens of voices talking in hushed whispers, the close quarters are hot and stuffy from so many bodies in a small space, and you're struck by the smell of stale beer, bad food and body odour" both gives a better idea of what they're encountering and creates a more evocative picture. Common advice is to try and hit three out of five senses when describing something, it really helps bring the world to life
And finally I'll back up Plague's point that rumours are your friend. It helps steer playes towards things you've prepped rather than running off in the opposite direction, it helps make the world feel fuller, and if you start adding in half true or exaggerated rumours about what the party has done the players will get a kick out of "hey, that's us!"
Letting characters have ties with some power group in your campaign is also a great way to make them even more engaging, wether it's good ones like The Harpers or evil one such as The Zhentarim.
I love running urban adventures and remembering that cities (or towns or villages, for that matter) are always changing. So, just having little differences every time the party returns helps make the place feel alive. Some of these things can have an impact on the party (maybe even provide unintentional plot hooks that the players want to follow up) while some barely impact them at all - either way I really believe they help immerse the group in the world.
Some examples (in no particular order) - The guards have recently done a sweep of the district so contacting the Thieves' Guild or buying black market goods is difficult; a shop/restaurant has closed down (after a week or so, it will reopen as something else); there is construction work on the main street; the government is building a new statue; the temple has a visiting cleric of some renown; the sewers are overflowing in the poorer district; the armorer is visiting relatives so his (less-skilled?) nephew is running the shop.
Anyway, those are some ideas I used - you could apply the same philosophy in more rural settings as well (the forest was badly damaged by a storm; the river crossing is flooded; the druidic enclave is becoming more and more popular; etc.)
I like to think my players appreciate the (little) extra work.
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I'm a DM for a small group of new players and I want their experience of D&D to be top notch (so that maybe they'll play with me again, heh), and I was wondering what little things you can do for your game setup that could just give the experience that extra swirl of color. Any tips, hints, or tricks would be greatly appreciated! Thanks!
I like to use rumors as a way to introduce all kinds of informations, true or false, adventure ideas, new contacts etc...
I also like to have the party show up in rumors either directly or indirectly by naming them or their past exploit, sometimes right yet other times transformed or exagerated.
First time DM here, who just finished running a Spelljammer Academy campaign four weeks ago:
The single most important tip is to listen to your players, what they're interested in.
One of my players said their PC was interested in seeing strange life out in Wildspace. So even though it wasn't in the module, I had the PC's ship cruise by the world of Garden, just a very short flyby (and I accompanied it with a picture) of the mass of twisting vines binding a lot of planetoids together. The ship didn't even stop or get too close, but the PC/player were absolutely fascinated by that, and were shocked when I mentioned that I added that part just for them. It was just a few short minutes, but it left an impression because it was about something the player was interested in. Now, I will admit that it can sometimes be difficult to listen to the PC's while you're busy doing three things at once to prepare scenes and think about what the NPC will say next, but the effort is worthwhile.
Make their character build choices feel validated.
I had a Druid, a Rogue, and a Wizard as main PC's. So I added in some herbs and space moss which the Druid could use to make healing potions. I added locked and trapped chests for the Rogue to hone their craft on. I added some minor magical items for the Wizard to identify. None of those were in the module before, but they were simple things to make the class they chose feel like its contributing to the adventure.
Reward roleplaying choices.
I had one of my NPC's reading a book I made up called "1001 ways to die in Wildspace," getting increasingly anxious. One of my PC's confiscated the book and started flipping through it. Later on, when certain space enemies were encountered, I gave the player advantage on knowledge checks about those creatures because of the book.
The big thing is lean into what makes TTRPGs unique compared to books, films or even computer games: the story is about and is influenced by the players. As Stabbey says if someone is interested in something give it to them, even if it's only briefly it makes them realise that they are the driving force of the world. It also does you a favour as a DM because if you're stuck for ideas you just need to listen and that can often be enough to fill a whole session. Similar can be said for player backstories, if they've gone to the trouble of writing something give them a pay off, they'll be more invested in the world if it's about them (and good players are also invested in other player's stories) and again it does you a favour by providing ideas for future sessions.
As for giving it more colour don't forget that what you're picturing in your mind might not be what your players are picturing so make sure you give enough detail to really create the image you want. "You walk into a bar" is pretty flat and unispiring but "you walk into a bar, there's the low rumble of dozens of voices talking in hushed whispers, the close quarters are hot and stuffy from so many bodies in a small space, and you're struck by the smell of stale beer, bad food and body odour" both gives a better idea of what they're encountering and creates a more evocative picture. Common advice is to try and hit three out of five senses when describing something, it really helps bring the world to life
And finally I'll back up Plague's point that rumours are your friend. It helps steer playes towards things you've prepped rather than running off in the opposite direction, it helps make the world feel fuller, and if you start adding in half true or exaggerated rumours about what the party has done the players will get a kick out of "hey, that's us!"
Using some of the characters backstory is a great way to make it matter and feel as part of your campaign even more.
When I DM as well as when I write a dnd bestseller, I always try to make the world real. For example:
What exotic stuff can be bought in this shop?
https://www.dmsguild.com/product/254822/Cannith-Catalogue--An-Eberron-Equipment-Supplement
What is on this restaurant menu?https://www.dmsguild.com/product/304900/Ghallanda-Menu--An-Eberron-Food-Supplement
What is contained in the random drawer a PC just opened?
https://www.dmsguild.com/product/264600/RAVNICA-Trinkets-from-the-City-of-Guilds
Which works of art are in the museum?
https://www.dmsguild.com/product/307731/Eberron--The-Xendrik-collection-at-Dezina-Museum
Which books can be borrowed from the library?
https://www.dmsguild.com/product/308122/Eberron--Ten-random-books-from-the-Library-of-Korranberg
Use a lot of props, handouts, photos. Try to answer everyday questions a person living inside the setting would make.
Letting characters have ties with some power group in your campaign is also a great way to make them even more engaging, wether it's good ones like The Harpers or evil one such as The Zhentarim.
I love running urban adventures and remembering that cities (or towns or villages, for that matter) are always changing. So, just having little differences every time the party returns helps make the place feel alive. Some of these things can have an impact on the party (maybe even provide unintentional plot hooks that the players want to follow up) while some barely impact them at all - either way I really believe they help immerse the group in the world.
Some examples (in no particular order) - The guards have recently done a sweep of the district so contacting the Thieves' Guild or buying black market goods is difficult; a shop/restaurant has closed down (after a week or so, it will reopen as something else); there is construction work on the main street; the government is building a new statue; the temple has a visiting cleric of some renown; the sewers are overflowing in the poorer district; the armorer is visiting relatives so his (less-skilled?) nephew is running the shop.
Anyway, those are some ideas I used - you could apply the same philosophy in more rural settings as well (the forest was badly damaged by a storm; the river crossing is flooded; the druidic enclave is becoming more and more popular; etc.)
I like to think my players appreciate the (little) extra work.