Remember - D&D is not "DM vs the players". It's a cooperative effort in which all of you work together to tell a great story.
Have some plans for the campaign ahead - but write those plans in pencil, not pen, because they WILL change. Players will always surprise you. You will not be able to predict what they will do next, so be ready for anything and just roll with it. It's improv. In fact, don't think of your plans for the campaign as "plans" per se, but more like "themes".
Don't try to memorize all the rules. You can't. Refer to the books or to DNDBeyond when you need to, but don't let that slow down the action at the table. If a player has an idea and you're not sure what rule covers it - make something up. Improv! It's called the "Rule of Cool". You're playing a game, not doing your taxes!
Start the campaign with a "Session Zero" in which the players make their characters and you describe to them the general layout of the campaign world and your general ideas for the theme of the campaign. Allow the players to provide their input, and incorporate that into your campaign. Remember - D&D isn't you telling them a story. D&D is you helping them to tell their own story.
Snacks. Be sure to have snacks available.
Make the players aware that sometimes in D&D, characters die. That'll happen. Let the party be sad, let them mourn, heck maybe even let the fallen character make one last heroic act to go out like a f*cking hero. But then help the players regroup and accept the new character into their party. The game goes on. Sometimes, the backup character ends up being the coolest character in the whole campaign!
When each play session ends, take a moment and ask the players how everything went. This will help solidify their memory of the session so next week they'll remember where they are in the story. But it will also give you the opportunity to ensure that everyone is enjoying themselves, and if not, you'll be able to address whatever issues may arise.
Try to keep it small and simple. Don’t throw your Level 1 characters into a mix of super-powered NPCs, world-saving quests, and overwritten backstory. Just give them a simple objective, like “get the blacksmith’s prize sword back from the goblins,” that they can complete in a single session. Not only is that easier for a new DM, but it’s more fun for the players, because it keeps the focus on their characters! That advice still helps me, and I’ve DMed for years.
Also, don’t let your players take on only one fight per long rest! That can really steamroll your monsters, and seriously favor wizards while making fighters feel useless.
Hey, first of all, WELCOME TO DMing! Second, a lot of people recently have started playing D&D to try to be like the cast of critical role. Don't be one of those people. Matt Mercer sets a high standard for DMs everywhere, but its unreasonable to think all your games well be like his. All you should focus on is running the game to the best of your abilities and making sure your players have a good time. Doing this is the best possible scenario. I hope your games go well.
Rollback Post to RevisionRollBack
May your blades stay ever sharp, and your minds as well.
DM: you party is approached by a bug bear.
Newbie: that sounds terrifying its like a bear with wings and pincers!
Veteran No, Its a...
DM: *scribbling furiously* The bugbears mandibles click furiously, everybody roll initiative!
Have fun, do not get stuck on forcing reality into a fantasy world. If players come up with crazy ideas, roll with it. I am not saying give in to all their wims and fancies, but sometimes the rules will not lay out exactly what you need so you will need to improvise. Do not get stuck on rules to the point it bogs the game down. Sometimes make a decision and then later go find out the rules and how it should be. Let them have fun. Challenge them yes, but do not make things impossible. Matt Collville has some excellent videos on yahoo, called "Running the Game".
My party liked having magic items, they could not buy a magic item, they had to earn it. But I would give them out accordingly. But then I would just up my encounters. If a monster had X AC I might add 2 to it, I might double their HP's. I would not stick to rules and what was written. For example, I gave my dragon spells to use.
There are a zillion tips to give but one main one. It is a game, have fun.
As mentioned above, watch this series by Matt Colville. You can watch in just about any order, although there is a progression to the early ones. He's interesting and informative.
Rollback Post to RevisionRollBack
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
As mentioned above, watch this series by Matt Colville. You can watch in just about any order, although there is a progression to the early ones. He's interesting and informative.
Seconded.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Hi I'm a beginner Dm any tips?
Welcome! Tips? Oh geez, where to start?
Remember - D&D is not "DM vs the players". It's a cooperative effort in which all of you work together to tell a great story.
Have some plans for the campaign ahead - but write those plans in pencil, not pen, because they WILL change. Players will always surprise you. You will not be able to predict what they will do next, so be ready for anything and just roll with it. It's improv. In fact, don't think of your plans for the campaign as "plans" per se, but more like "themes".
Don't try to memorize all the rules. You can't. Refer to the books or to DNDBeyond when you need to, but don't let that slow down the action at the table. If a player has an idea and you're not sure what rule covers it - make something up. Improv! It's called the "Rule of Cool". You're playing a game, not doing your taxes!
Start the campaign with a "Session Zero" in which the players make their characters and you describe to them the general layout of the campaign world and your general ideas for the theme of the campaign. Allow the players to provide their input, and incorporate that into your campaign. Remember - D&D isn't you telling them a story. D&D is you helping them to tell their own story.
Snacks. Be sure to have snacks available.
Make the players aware that sometimes in D&D, characters die. That'll happen. Let the party be sad, let them mourn, heck maybe even let the fallen character make one last heroic act to go out like a f*cking hero. But then help the players regroup and accept the new character into their party. The game goes on. Sometimes, the backup character ends up being the coolest character in the whole campaign!
When each play session ends, take a moment and ask the players how everything went. This will help solidify their memory of the session so next week they'll remember where they are in the story. But it will also give you the opportunity to ensure that everyone is enjoying themselves, and if not, you'll be able to address whatever issues may arise.
Did I mention snacks? Snacks are important.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
Thank you
Try to keep it small and simple. Don’t throw your Level 1 characters into a mix of super-powered NPCs, world-saving quests, and overwritten backstory. Just give them a simple objective, like “get the blacksmith’s prize sword back from the goblins,” that they can complete in a single session. Not only is that easier for a new DM, but it’s more fun for the players, because it keeps the focus on their characters! That advice still helps me, and I’ve DMed for years.
Also, don’t let your players take on only one fight per long rest! That can really steamroll your monsters, and seriously favor wizards while making fighters feel useless.
Good luck and have fun!
Wizard (Gandalf) of the Tolkien Club
Hey, first of all, WELCOME TO DMing! Second, a lot of people recently have started playing D&D to try to be like the cast of critical role. Don't be one of those people. Matt Mercer sets a high standard for DMs everywhere, but its unreasonable to think all your games well be like his. All you should focus on is running the game to the best of your abilities and making sure your players have a good time. Doing this is the best possible scenario. I hope your games go well.
May your blades stay ever sharp, and your minds as well.
DM: you party is approached by a bug bear.
Newbie: that sounds terrifying its like a bear with wings and pincers!
Veteran No, Its a...
DM: *scribbling furiously* The bugbears mandibles click furiously, everybody roll initiative!
Have fun, do not get stuck on forcing reality into a fantasy world. If players come up with crazy ideas, roll with it. I am not saying give in to all their wims and fancies, but sometimes the rules will not lay out exactly what you need so you will need to improvise. Do not get stuck on rules to the point it bogs the game down. Sometimes make a decision and then later go find out the rules and how it should be. Let them have fun. Challenge them yes, but do not make things impossible. Matt Collville has some excellent videos on yahoo, called "Running the Game".
My party liked having magic items, they could not buy a magic item, they had to earn it. But I would give them out accordingly. But then I would just up my encounters. If a monster had X AC I might add 2 to it, I might double their HP's. I would not stick to rules and what was written. For example, I gave my dragon spells to use.
There are a zillion tips to give but one main one. It is a game, have fun.
As mentioned above, watch this series by Matt Colville. You can watch in just about any order, although there is a progression to the early ones. He's interesting and informative.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
Seconded.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Thank you to you all