i'm a fairly new DM and don't have access to a lot of players. my player are 10-16 years old so how should I make my adventures since I know ready made adventures are really complex sometimes and can get really dark really quickly so I need adventures to be fun but still have a plot and a slight serious tone to them.
also any general advice for dming for young player will also be greatly appreciated
I don't know how much advice I can offer, but I started game mastering when I was 10 with my little brother and a neighbor friend with Robotech published by Palladium books.
I would start with one or two one-shot adventures (possibly making a few PCs for the players to choose between) just so they can have some practice with the mechanics and how to read/navigate a character sheet.
After that, I would consider either homebrewing or one of the original start adventures and go from there.
Ready made adventures really aren’t that complex. They can be made more complex by the things you do, but the text in the adventure really only serves the DM to help with motivations and having things to say as an NPC if the party decides to become inquisitive. But most of the time they don’t, so it plays out more like “Goblins have been attacking supply wagons! We need heroes to go and stop them!” So they go to the spot where the attacks happen, follow goblin tracks to the cave, and explore till all the goblins are killed. Then you loot the cave. That’s what the players get. You as the DM have read the adventure and know that the goblins are attacking wagons because they’re looking for medical supplies. Their leader has contracted a disease and has ordered the goblins to get as much medicine as possible because they haven’t found the right treatment yet.
As for mature content, I haven’t found much, and anything I’ve found objectionable has not been vital to the plot. I think I’ve only needed to change 1 thing. I’m running mainly for my family, a conservative christian home with kids playing from age 9-16. Give the pre-written stuff a fair look, especially as a new DM. You’re empowered to swap stuff out, even in pre-printed stuff. As you get more experienced, then you can strike out on your own. But the age of the players won’t be an issue. I promise that.
i'm a fairly new DM and don't have access to a lot of players. my player are 10-16 years old so how should I make my adventures since I know ready made adventures are really complex sometimes and can get really dark really quickly so I need adventures to be fun but still have a plot and a slight serious tone to them.
also any general advice for dming for young player will also be greatly appreciated
i'm a fairly new DM and don't have access to a lot of players. my player are 10-16 years old so how should I make my adventures since I know ready made adventures are really complex sometimes and can get really dark really quickly so I need adventures to be fun but still have a plot and a slight serious tone to them.
also any general advice for dming for young player will also be greatly appreciated
thanks in advance
I don't know how much advice I can offer, but I started game mastering when I was 10 with my little brother and a neighbor friend with Robotech published by Palladium books.
I would start with one or two one-shot adventures (possibly making a few PCs for the players to choose between) just so they can have some practice with the mechanics and how to read/navigate a character sheet.
After that, I would consider either homebrewing or one of the original start adventures and go from there.
Ready made adventures really aren’t that complex. They can be made more complex by the things you do, but the text in the adventure really only serves the DM to help with motivations and having things to say as an NPC if the party decides to become inquisitive. But most of the time they don’t, so it plays out more like “Goblins have been attacking supply wagons! We need heroes to go and stop them!” So they go to the spot where the attacks happen, follow goblin tracks to the cave, and explore till all the goblins are killed. Then you loot the cave. That’s what the players get. You as the DM have read the adventure and know that the goblins are attacking wagons because they’re looking for medical supplies. Their leader has contracted a disease and has ordered the goblins to get as much medicine as possible because they haven’t found the right treatment yet.
As for mature content, I haven’t found much, and anything I’ve found objectionable has not been vital to the plot. I think I’ve only needed to change 1 thing. I’m running mainly for my family, a conservative christian home with kids playing from age 9-16. Give the pre-written stuff a fair look, especially as a new DM. You’re empowered to swap stuff out, even in pre-printed stuff. As you get more experienced, then you can strike out on your own. But the age of the players won’t be an issue. I promise that.
This is the best advice I can give any new DM. The first few videos should give you exactly what you are looking for to get started.
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