Almost every person you'll talk to here will tell you the same thing: Start with a module. The most common module suggested is LMoP (Lost Mines of Phandelver), I like to run Sunless Citadel (Tales from the Yawning Portal).
These modules will guide you through your first games, they can tie in to almost anything, and you'll get a good foundation on flow, pace, encounters, the whole process of DMing. From there, my personal opinion, is to run another 2 or 3 modules after, choosing something a bit different so you can see the different styles. You'll also find a lot of inspiration from the various youtube and twitch streams out there which will show you how other DMs think and run their games.
No other like tricks than that? On how to follow the world, make branches etc? Never really even read a book that DM should use (Gonna buy the dm's guide here soon)
Everything else a DM needs to do is learned as you play, from understanding how a story works, and learning improv. The books give you your stats, your mechanical information and the basic rule set that the game is built on. From there it becomes a personal expression and an exploration in narration, something you have to pick up along the way.
Learning the basics of good story structure is key, but before you go jumping in, it truly is best to run a few modules to get a better understanding of improvisation. The biggest reason is because, if story structure is key, then being able to improvise is paramount. This is where the modules help most: the players will ruin any well written plot and story because they have agency. Player agency is their ability to act, think, and respond to anything in the world as they see fit. That agency will take many forms and sometimes it will be completely against anything you would expect as a DM...and then you have to resolve that decision.
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Following the world, not quite sure what you mean by that, but I'll take a stab:
The world works just the same as it does in reality, actions have consequences, people continue to do their thing regardless of the players being in the scene or not, and everything the players do has an effect on the world as a whole.
A player decides to tell an NPC that they're too young to be an adventurer, now this could end right there and nothing would be wrong about that. However, if you wanted to show that the world grows, in 4-5 levels you'd have the players run into that NPC again, this time he's got a sword and armor because he joined the local militia to prove he could handle himself.
The players are delving deep into an ancient ruin, searching for a lost artifact. Half-way across the country the big bad guy is finishing his hostile take over of the local Barony. The players have no clue, but that big bad is not going to sit idle just because they players aren't there.
---
Making Branches:
This is something that becomes intuitive the more you DM, but a simple look at it is to follow the 5 W's. It works with almost everything in a story, and it really helps flesh out a story so that those "branches" just jump out at you.
"The granary is being ravaged by unknown creatures, the local farmers are asking for help."
Who's raiding the granary? --Branch: Are these creatures doing it for themselves or did someone put them up to it? --Branch question: Who is the mastermind?
Why are they taking the grain?
As you ask these questions it's easy to see how it can snowball into a long rambling string. You'll get to the point where those questions are asked and answered almost on the spot for simple tasks, such as a quick side quest for the local Herbalist because you're down 2 players for that session.
One of the biggest pitfalls I see DMs make that annoys the crap out of me, is that your mentality going into the game should NOT be "DM vs Player". It should be "World vs. Player" with you being the neutral arbitrator - although I'm sure no one will mind if you're a little biased towards your players ;). Part of that also means that you will very constantly lose. Remember, this is a shared storytelling medium, and it's your job as a DM to facilitate that fun.
Throwing in another vote for "learn to improvise." Players will inevitably go places you didn't expect and pick fights with people they're not supposed to. Just make something up on the spot. 9/10 times players can't tell when you're doing so and even if they could, they won't care.
Don't be afraid to go off script if you have a cooler idea than what's in the book. Sometimes the players themselves will come up with a funner explanation for what's happening. Listen to them.
Don't forget that encounters with monsters don't have to be resolved with violence or end with one side dead.
Keep an eye out for what kinds of things excite your players and emphasize that in the future. Some players love combat. Some players love talking to NPCs. Some players love acquiring items or exploring dungeons.
Don't forget that encounters with monsters don't have to be resolved with violence or end with one side dead.
So much truth! In the 30 some years I've been DMing the most exciting times I've had are when players try NOT to kill the opposition. Combat, from my seat, is boring, I know that 95% of the time the players are going to win, so the excitement of combat is rather lost to me as DM. Players tend to forget that little nugget, because as a DM we have to make the combats challenging, so they are always on the edge of their seats trying not to TPK (total party kill).
When I have a player, or group, try to come up with ways to subdue, circumvent, or outsmart the opposition, that's where I get amped up. I have to flex my DM muscles and figure out how the creature(s) are going to respond to the various ideas and antics rather than roll another d20 to hit.
This also gives the DM so much more to work with when it comes to making a story have impact. The group lets a pack of Kobolds live, forcing them to move rather than killing them off, dozens of sessions later they are travelling through a cave system and are met by the same pack. Does the pack attack them due to an old grudge from being evicted, does the pack embrace them as the gentle souls who let them live, or is there some sort of tentative accord met where safe passage is granted as long as the group moves on quickly?
I treat combat in D&D much like the tenets I learned in martial arts: you only fight if there's no other reason. Now, that's not to say a den of Owlbears is just going to strike up conversation...that's not quite the way beasts tend to work usually. However, they're also just as afraid of death as the players...so you better believe they'll run when it looks like they've bitten off more than they can chew.
- try to be aware of the rules. One aspect of DMing is adjudicating things and being aware of how some of the bits fit together helps with that. However, if you make a mistake or don't know the answer ... don't worry about it, follow it up later ... though the players might know the answer.
- whether you are doing your own thing or a module. Read ahead. This is usually easier when you have built your own world and have an idea where you want things to be. However, even in a module, things usually flow better if you have an idea of what is coming up and how those encounters may change depending on the actions of your characters.
- as mentioned :) ... be prepared to improvise. The game runs more smoothly when the characters believe that they get to choose what happens. Their choices should matter. So if they decide to do something in town instead of heading out on the quest you had in mind ... either come up with something that will motivate the characters to follow up on the quest, create something in the town on the fly, indicate that they are finding the town really boring :) or something else. However, if you have a reasonable idea of what might be in the town and on the way to the quest location in advance it becomes much easier for the situation to develop spontaneously in response to the character choices.
- try not to feel attached to the bad guys ... you set the scene ... you make the decisions for the bad guys in the context of their goals but that can often include negotiating or running away rather than always fighting to the death depending on the creatures and the circumstances.
- have fun :) ... it can be loads of fun to create the scene and have the characters interact with it in wonderfully inventive and unexpected ways.
So much truth! In the 30 some years I've been DMing the most exciting times I've had are when players try NOT to kill the opposition. Combat, from my seat, is boring, I know that 95% of the time the players are going to win, so the excitement of combat is rather lost to me as DM. Players tend to forget that little nugget, because as a DM we have to make the combats challenging, so they are always on the edge of their seats trying not to TPK (total party kill).
I very much agree with the first statement, but I'd be wary of giving the impression that it's the DM's job to provide a stream of level-appropriate encounters to a new DM. It's perfectly fine to take a sandboxy approach where level 1 players might randomly encounter a giant or dragon that's way out of their league while traveling. In fact, the game's designers endorse this approach.
But yeah, encounters that have alternative win conditions, unforeseen complications or mid-combat roleplaying are much more memorable.
I didn't mean to imply that combat was always "level appropriate". Runing into a bulette or traveling band of mercs while traveling across the land, finding your way into a dragon's lair by accident (or ignorance), those are all real, and probably deadly, threats.
My comment was more geared toward "scripted" combat and that it's more common that the party is going to be victorious due to their nature.
I've had 4 sessions on a campaign and one one shot as a PC so far.
Any good tips or tricks i can use for my first time? Also any good place to start? A specific campaign etc?
My group is gonna be of 3 players who've never played and 2 who played with me as much as i have before.
Almost every person you'll talk to here will tell you the same thing: Start with a module. The most common module suggested is LMoP (Lost Mines of Phandelver), I like to run Sunless Citadel (Tales from the Yawning Portal).
These modules will guide you through your first games, they can tie in to almost anything, and you'll get a good foundation on flow, pace, encounters, the whole process of DMing. From there, my personal opinion, is to run another 2 or 3 modules after, choosing something a bit different so you can see the different styles. You'll also find a lot of inspiration from the various youtube and twitch streams out there which will show you how other DMs think and run their games.
Sweet!
No other like tricks than that? On how to follow the world, make branches etc? Never really even read a book that DM should use (Gonna buy the dm's guide here soon)
Everything else a DM needs to do is learned as you play, from understanding how a story works, and learning improv. The books give you your stats, your mechanical information and the basic rule set that the game is built on. From there it becomes a personal expression and an exploration in narration, something you have to pick up along the way.
Learning the basics of good story structure is key, but before you go jumping in, it truly is best to run a few modules to get a better understanding of improvisation. The biggest reason is because, if story structure is key, then being able to improvise is paramount. This is where the modules help most: the players will ruin any well written plot and story because they have agency. Player agency is their ability to act, think, and respond to anything in the world as they see fit. That agency will take many forms and sometimes it will be completely against anything you would expect as a DM...and then you have to resolve that decision.
---
Following the world, not quite sure what you mean by that, but I'll take a stab:
The world works just the same as it does in reality, actions have consequences, people continue to do their thing regardless of the players being in the scene or not, and everything the players do has an effect on the world as a whole.
A player decides to tell an NPC that they're too young to be an adventurer, now this could end right there and nothing would be wrong about that. However, if you wanted to show that the world grows, in 4-5 levels you'd have the players run into that NPC again, this time he's got a sword and armor because he joined the local militia to prove he could handle himself.
The players are delving deep into an ancient ruin, searching for a lost artifact. Half-way across the country the big bad guy is finishing his hostile take over of the local Barony. The players have no clue, but that big bad is not going to sit idle just because they players aren't there.
---
Making Branches:
This is something that becomes intuitive the more you DM, but a simple look at it is to follow the 5 W's. It works with almost everything in a story, and it really helps flesh out a story so that those "branches" just jump out at you.
"The granary is being ravaged by unknown creatures, the local farmers are asking for help."
Who's raiding the granary?
--Branch: Are these creatures doing it for themselves or did someone put them up to it?
--Branch question: Who is the mastermind?
Why are they taking the grain?
As you ask these questions it's easy to see how it can snowball into a long rambling string. You'll get to the point where those questions are asked and answered almost on the spot for simple tasks, such as a quick side quest for the local Herbalist because you're down 2 players for that session.
This was a wonderfull read. Thank you for taking your time!
I feel both more confident and less confident at the same time, but i get the feeling it's something i just need to delve into to get the hang of!
Again thank you :D
One of the biggest pitfalls I see DMs make that annoys the crap out of me, is that your mentality going into the game should NOT be "DM vs Player". It should be "World vs. Player" with you being the neutral arbitrator - although I'm sure no one will mind if you're a little biased towards your players ;). Part of that also means that you will very constantly lose. Remember, this is a shared storytelling medium, and it's your job as a DM to facilitate that fun.
Finally, when in doubt or if your group is having any issues, follow this chart: http://i.imgur.com/EwiChyD.png
Ah yes, my favorite quote to use when I'm starting out with a new group of players:
"I don't kill characters, players kill characters."
That is immediately followed by something you'll have to learn to do when it does come to combat:
Exceptions do apply, but this is a good general rule.
Throwing in another vote for "learn to improvise." Players will inevitably go places you didn't expect and pick fights with people they're not supposed to. Just make something up on the spot. 9/10 times players can't tell when you're doing so and even if they could, they won't care.
Don't be afraid to go off script if you have a cooler idea than what's in the book. Sometimes the players themselves will come up with a funner explanation for what's happening. Listen to them.
Don't forget that encounters with monsters don't have to be resolved with violence or end with one side dead.
Keep an eye out for what kinds of things excite your players and emphasize that in the future. Some players love combat. Some players love talking to NPCs. Some players love acquiring items or exploring dungeons.
The Forum Infestation (TM)
These are all wonderfull tips and tricks :D
I'm definitely not looking forward to the improvising part, but i am a quick thinker so once i get over the inital fear i hope i can do this good.
I've already learned it's not a DM vs Player kind of thing just by playing the small amount i have been so far :D
But again, thank you for all the replies! I love seeing theres a new reply and coming to read!
So much truth! In the 30 some years I've been DMing the most exciting times I've had are when players try NOT to kill the opposition. Combat, from my seat, is boring, I know that 95% of the time the players are going to win, so the excitement of combat is rather lost to me as DM. Players tend to forget that little nugget, because as a DM we have to make the combats challenging, so they are always on the edge of their seats trying not to TPK (total party kill).
When I have a player, or group, try to come up with ways to subdue, circumvent, or outsmart the opposition, that's where I get amped up. I have to flex my DM muscles and figure out how the creature(s) are going to respond to the various ideas and antics rather than roll another d20 to hit.
This also gives the DM so much more to work with when it comes to making a story have impact. The group lets a pack of Kobolds live, forcing them to move rather than killing them off, dozens of sessions later they are travelling through a cave system and are met by the same pack. Does the pack attack them due to an old grudge from being evicted, does the pack embrace them as the gentle souls who let them live, or is there some sort of tentative accord met where safe passage is granted as long as the group moves on quickly?
I treat combat in D&D much like the tenets I learned in martial arts: you only fight if there's no other reason. Now, that's not to say a den of Owlbears is just going to strike up conversation...that's not quite the way beasts tend to work usually. However, they're also just as afraid of death as the players...so you better believe they'll run when it looks like they've bitten off more than they can chew.
Here are some suggestions :)
- try to be aware of the rules. One aspect of DMing is adjudicating things and being aware of how some of the bits fit together helps with that. However, if you make a mistake or don't know the answer ... don't worry about it, follow it up later ... though the players might know the answer.
- whether you are doing your own thing or a module. Read ahead. This is usually easier when you have built your own world and have an idea where you want things to be. However, even in a module, things usually flow better if you have an idea of what is coming up and how those encounters may change depending on the actions of your characters.
- as mentioned :) ... be prepared to improvise. The game runs more smoothly when the characters believe that they get to choose what happens. Their choices should matter. So if they decide to do something in town instead of heading out on the quest you had in mind ... either come up with something that will motivate the characters to follow up on the quest, create something in the town on the fly, indicate that they are finding the town really boring :) or something else. However, if you have a reasonable idea of what might be in the town and on the way to the quest location in advance it becomes much easier for the situation to develop spontaneously in response to the character choices.
- try not to feel attached to the bad guys ... you set the scene ... you make the decisions for the bad guys in the context of their goals but that can often include negotiating or running away rather than always fighting to the death depending on the creatures and the circumstances.
- have fun :) ... it can be loads of fun to create the scene and have the characters interact with it in wonderfully inventive and unexpected ways.
I very much agree with the first statement, but I'd be wary of giving the impression that it's the DM's job to provide a stream of level-appropriate encounters to a new DM. It's perfectly fine to take a sandboxy approach where level 1 players might randomly encounter a giant or dragon that's way out of their league while traveling. In fact, the game's designers endorse this approach.
But yeah, encounters that have alternative win conditions, unforeseen complications or mid-combat roleplaying are much more memorable.
The Forum Infestation (TM)
I didn't mean to imply that combat was always "level appropriate". Runing into a bulette or traveling band of mercs while traveling across the land, finding your way into a dragon's lair by accident (or ignorance), those are all real, and probably deadly, threats.
My comment was more geared toward "scripted" combat and that it's more common that the party is going to be victorious due to their nature.