I was just curious to see what everyone found to be particularly challenging for them when they started D&D, if they ever got better at it, or if they found some new challenge about the game as they gathered experience playing.
I know for me some of my initial challenges dealt with trying to be a "perfectionist". I wanted to/and tried to force myself to read all the books from cover to cover. This made it feel like a chore to do, and I was hard on myself when I got something wrong or forgot something. To combat this, I've changed my mindset to simply taking notes of any questions that arise in or out of a session and look up the answers when I have free time. I then share this information with my group to see what they think and how it applies to our table.
Overpreparation and overthinking as a DM was a really bad one when I first started. In one of the first one-shots I attempted to write up I went way too far into detail about a lot of stuff. Guard shift schedules, patrol routes, excessively long backstories for NPC's, attempting to know literally every single object in a room from wall sconces and paintings to candles and furniture, etc. I'm still struggling with some of these aspects, but I'm learning to do these habits less and less.
One of the big challenges for me currently as a DM is trying to allocate loot for dungeons and quest rewards, and use a balanced (relatively so) economy for my games. I was actually just re-reading the treasure chapter from the DMG today for a game I'm working on for this very reason. I haven't been successful in picking up a sense for how much loot in a dungeon is enough mostly because I also seem to struggle with the economy aspect of the worldbuilding. Stuff like how to price homebrew items or unlisted items can also be challenging. (Like if a player wood works a chair and wants to sell it, I have no idea what it's value would be. However, if they made a handcrafted dragon chess set, I could at least compare it to the normal item and take it from there.)
Anyway, just thought I'd list a few of my own and look forward to seeing what you guys have to say about your own struggles!
I think the biggest sort of hurdle to overcome was the realization and sort of acceptance that modern versions D&D just aren't good. I can't tell you how hard I tried to make good games out of 3rd edition, then 4th edition and finally 5th edition, its like two decades of trying to achieve a great role-playing experience and it just never really worked, it was always unsatisfying and I was quite convinced that the problem wasn't the game but that my way of running it. My players have always enjoyed my games, but we never really hit those pinnacle truly great experiences with these versions of the game and strangely we had a lot of success with so many other games (outside of D&D) like Vampire The Masquerade for example. But we just couldn't find that sweet spot for the fantasy game but my whole group kept wanting to try. We tried different DM's, we tried changing the rules. All sorts of stuff.
It was by sheer coincidence that someone suggested an old school night for old times sake that became the trigger for what would end up being the solution to the problem. We sat down to play Keep on the Borderlands for a one shot all day event using classic B/X rules. When the session was done there was this moment where we were all looking at each other, when everyone just realized that, this was the most fun we have had with D&D in years by an immeasurable margin, it was like we woke up all of the sudden and re-discovered D&D. We ended up making a few adjustments to modernize the rules like getting rid of Thac0 and descending armor class, expanded to include a few classes and some other relatively minor things we pulled from new editions that we do like, but that is the system we now.
Its still tough even today when I look at my book shelf and wonder how awesome it would be to run like Curse of Strahd in 5e or something, it always sounds so good on paper. But at this point I couldn't get my group to play anything else if I put a gun to their heads. Today we don't even refer to it as 1st edition or B/X or anything. Its just D&D, the one and only that exists.
I've had quite the opposite experience, and I've been there and done that with D&D since around '82. Many of my fondest memories with gaming lie within the 1st decade of D&D. That being said, I've come to not only embrace D&D today, but grow fond of it. The tablespace and memories might feel a bit more joyous back then but that's mostly nostalgia. The ruleset and fiddly bits of today's D&D is FAR superior to old D&D.
My big turning point was sitting across from my son just last week. He wasn't even born during my early decades of D&D. Playing with him, watching him experience it as I had exists because he watched Critical Role, asked me about the game, wanted some 5e books, etc. It's an unrivaled experience and I thank 5e and the current craze of D&D for it.
I've had the unlucky realisation that every class I love the mechanics of, I hate the theme, and every class I love the theme of, I hate the mechanics. It's meant that I can either enjoy the RP side of the game, or the game side, but never both with a single character.
The mechanics can be set, but "theme" is really up to you and the DM. I played many Monks, but I have never once played a monastic Monk - wily fisticuffs brawlers only, no martial arts training, "ways" rebranded as simply "styles", Ki rebranded as a kind of stamina, etc. I've always been allowed to "reflavor" the mechanics - same mechanics, different lore and names.
As for me, the most difficult part of D&D is... finding time.
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Human. Male. Possibly. Don't be a divider. My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong. I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲 “It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
The mechanics can be set, but "theme" is really up to you and the DM. I played many Monks, but I have never once played a monastic Monk - wily fisticuffs brawlers only, no martial arts training, "ways" rebranded as simply "styles", Ki rebranded as a kind of stamina, etc. I've always been allowed to "reflavor" the mechanics - same mechanics, different lore and names.
As for me, the most difficult part of D&D is... finding time.
Not always true. A warlock will always have a patron. A paladin will always have a divine spell list, radiant damage, healing, and an oath (hell there is a thread right now open where lots of people are saying they would force paladins to follow a god and be lawful good in their games). A druid will always have wildshape. An artificer battlesmith will always have a pet and tinkering class features.
There are many combinations of mechanics and themes it is 100% impossible to build in dnd 5e, and it's led to my increasing frustration with the system.
With a flexible DM many issues can be easily overcome (mine is willing to let me replace the cleric spell list with the druid spell list on a nature cleric for example, or make paladin smites into lighting damage), but RAW you're out of luck for lots of things.
With a flexible DM many issues can be easily overcome (mine is willing to let me replace the cleric spell list with the druid spell list on a nature cleric for example, or make paladin smites into lighting damage), but RAW you're out of luck for lots of things.
Consider RAW as guidelines and your mileage and happiness in 5th edition D&D will grow immensely. It baffles me as to how much adherence there is to what's written in the books when folk are clearly unhappy with what's written in the books. Of course, you can always change games, systems, or editions, but oftentimes that requires more investment and work than simply changing the few things in 5th that you're at odds with.
The hardest part for me was figuring out what I needed to prepare, and what I could make up on the fly. And it was hard because it just took me time and experience to figure out. That question has a different answer for everyone, and once I figured out my own needs it made preparation for D&D a LOT easier.
But it took time, and work, and a bit of self reflection.
Overly ambitious world-building and campaign design. I've probably bitten off way more than one should chew... I have managed it so far, but I think it will get harder as time goes on.
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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.
Well, times have changed a bit since I started playing D&D.
When I was first introduced to D&D, back in about 1981, we were still dealing with The Satanic Panic. A few of us friends had formed a group that would play at Kenny's house once a week. One of our friends wanted to play but his family was like SUPER Catholic, so his parents wouldn't let him play. So he found a couple of pictures in the old books of fighters and clerics with a cross-like design on their shields. So he showed these to his parents and actually had to have a debate with them, explaining that we would be playing "crusader-type" characters whose mission it was to destroy devils and demons and to protect the innocent and whatnot. After a few rounds of that his parents relented and let him join the group - BUT - only on the condition that he play a cleric and that his cleric have a cross on his shield. Seriously.
Other than that, the hardest part of D&D was staying alive. D&D 1.0 and AD&D were harsh. There were no death saving throws, there were no cantrips, there was no inspiration or advantage, there were no bonuses for an ability score of 12, or even 14. Getting to level 5 was a big deal! Today getting to level 5 is practically a given, and only takes maybe a dozen gaming sessions.
Today, as a player in a 5e campaign, the only real difficulty is the Plague Year in which we find ourselves, which has moved our game from the tabletop to Roll20. It's still fun, and we can still see and hear each other in real time with Zoom, but it still just doesn't feel the same. It's like maybe 85 or 90% satisfying, which is good enough, but I still prefer sitting around a table with paper character sheets. But maybe that's just me. Maybe some day we'll get through this whole mess and get back to a table.
That'd be nice.
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Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
As a player i'm fine i have an understanding of the rules as it pertains to the classes that I'm playing and how most others work. As I have begun to DM more and more however keeping track of all the rules is a lot on top of what you have going in in game.
I know that the DM has final decision but I'm grateful that for players that have as firm an understanding of the rules that i do and I don't mind them mentioning something i may have overlooked. As a player i prefer playing a martial character over a magic user and as DM personally spells are the one thing I am always looking up. If i am running an NPC with spells I at least have a note of what they can use and what they do. When it comes to my players I'm always looking up or asking them what does that do. I a familiar with the most common however that spell list is pretty extensive.
Finding a group that cares. Often, I find a few friends willing to play, but they never bother to look at their character sheets, understand the rules, think while playing, or listen to each other. Most sessions are a long drag and I don’t know how to find people that are bothered to invest even a little time in the game.
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If at first you don’t succeed, then skydiving is not for you.
DM for: Wrath of Ashardalon, Aeterna, Fallen Angel’s Requiem
Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
That's the hard part, finding players that are genuinely interested in playing the game and at the very least know how their class plays and have a basic understanding of the rules. I love new players and have all the time and patience for them when it comes to learning so long as they want to do so. Don't just sit there telling me what you want to do, rolling dice and not having a clue what you are actually rolling.
The hardest thing for me was when I looked at the rules in 1978 and thought "This sucks balls..." but had to keep going with it for a few years until it wasn't unthinkable to try using another system and keep a game group together.
When I came back to the game in 2009 the hardest thing was saying "Bugger me, they've come up with a good game here!" and actually playing it again after 25 years.
For me, DnD was the most natural thing in the world. I had no trouble understanding the rules, or how to play/roleplay etc. I am not saying I am the perfect DnD player, but for me there is nothing I find hard about DnD. It is just.....relaxing really.
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“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
@BigLizard I'll be honest, I'm pretty new to D&D. I always knew OF it, but never really explored it until about 2 years ago. So, much of the earlier content and previous editions are lost on me. I have found 5e to be very enjoyable and easy to pick up thus far seeing as me +2 others at my table were all newbies to the game. I'm I'm glad to hear that you and your group managed to stick with it and find/homebrew a system that works for you!
@Comrade_Jenkens While I can't yet speak about a warlock always needing a patron, I can speak about a paladin always needing to be lawful good and follow a god. I'm currently in a campaign where my OoV paladin is more of a lawful neutral who doesn't follow any one god in particular. This is due to his backstory and the teachings of his paladin order. His alignment comes from the fact that he started as LG but saw how bureaucratic red tape can hinder justice. Likewise, his order instilled the idea that all the gods (from Bahamut to Tiamat) are above the mortals of the material plane. With the combo of those teachings and personal life experiences, he found that belief in himself/teachings of his order are what matter to him. The gods can be helpful, but its left to us to forge our futures.
Hmmm the hardest part for me was honestly getting over being nervous my "first" D&D session as DM. I put "first" that way as I have done it before but it was YEARS ago and it was over e-mail...yeah I'll come back to that in a bit haha. We have a group of friends who we met up for D&D a few times and then our DM had to move away. So I bought everything off them before they left and told the group I'd take a stab at it. Well...being the guy I am I couldn't follow a pre-made session. I had all the books, all the notes and then my mind went...hell no...I've got this! So 3 weeks of planning...yeah not steady but I'd say a good 8 days solid if you put it together, building a whole new land, new locations, new encounters, a new NPC (as some of our group didn't stay with us), new NPC names, new grand plot...and the list goes on.
Anyways, after our first session (several hours) we all had a blast! I enjoyed being the DM, my group threw some serious twists at me, one right at the first encounter where they were supposed to try and charm a tribe member and instead they just launched a full on attack right off the bat as soon as they met him. The dice were doing the exact opposite of what I was hoping most of the night which lead to some Amazing laughs and great RPing as well as fights. Needless to say though it was a great night, and we are looking forward to many more to come as am I.
(on the e-mail thing if you wanted to read about it...see below)
I used to D&D over e-mail with several people that were all over the world. To do this we e-mailed each other our char. sheets and would hit "reply all" every time we'd do something or want to know something. This was great when you wanted to ask the DM something in private...just send a quick e-mail to them and it was secret. The dice rolling didn't play to much into the game unless sometimes the DM wanted to use it on their end. In case some of you are wondering...why didn't you just use Skype or Zoom...well it wasn't around at this time yet haha. Yeah I'm dating myself a bit there but still it was a blast. So the hardest part then was getting to know your team members who you couldn't hear/see at any time.
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Whatisthebigbuttonatthebottomofthekeyboardfor?
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I was just curious to see what everyone found to be particularly challenging for them when they started D&D, if they ever got better at it, or if they found some new challenge about the game as they gathered experience playing.
I know for me some of my initial challenges dealt with trying to be a "perfectionist". I wanted to/and tried to force myself to read all the books from cover to cover. This made it feel like a chore to do, and I was hard on myself when I got something wrong or forgot something. To combat this, I've changed my mindset to simply taking notes of any questions that arise in or out of a session and look up the answers when I have free time. I then share this information with my group to see what they think and how it applies to our table.
Overpreparation and overthinking as a DM was a really bad one when I first started. In one of the first one-shots I attempted to write up I went way too far into detail about a lot of stuff. Guard shift schedules, patrol routes, excessively long backstories for NPC's, attempting to know literally every single object in a room from wall sconces and paintings to candles and furniture, etc. I'm still struggling with some of these aspects, but I'm learning to do these habits less and less.
One of the big challenges for me currently as a DM is trying to allocate loot for dungeons and quest rewards, and use a balanced (relatively so) economy for my games. I was actually just re-reading the treasure chapter from the DMG today for a game I'm working on for this very reason. I haven't been successful in picking up a sense for how much loot in a dungeon is enough mostly because I also seem to struggle with the economy aspect of the worldbuilding. Stuff like how to price homebrew items or unlisted items can also be challenging. (Like if a player wood works a chair and wants to sell it, I have no idea what it's value would be. However, if they made a handcrafted dragon chess set, I could at least compare it to the normal item and take it from there.)
Anyway, just thought I'd list a few of my own and look forward to seeing what you guys have to say about your own struggles!
I've had quite the opposite experience, and I've been there and done that with D&D since around '82. Many of my fondest memories with gaming lie within the 1st decade of D&D. That being said, I've come to not only embrace D&D today, but grow fond of it. The tablespace and memories might feel a bit more joyous back then but that's mostly nostalgia. The ruleset and fiddly bits of today's D&D is FAR superior to old D&D.
My big turning point was sitting across from my son just last week. He wasn't even born during my early decades of D&D. Playing with him, watching him experience it as I had exists because he watched Critical Role, asked me about the game, wanted some 5e books, etc. It's an unrivaled experience and I thank 5e and the current craze of D&D for it.
All things Lich - DM tips, tricks, and other creative shenanigans
Making a character I enjoy and can stick with.
I've had the unlucky realisation that every class I love the mechanics of, I hate the theme, and every class I love the theme of, I hate the mechanics. It's meant that I can either enjoy the RP side of the game, or the game side, but never both with a single character.
You can play both ways at the same time.
The mechanics can be set, but "theme" is really up to you and the DM. I played many Monks, but I have never once played a monastic Monk - wily fisticuffs brawlers only, no martial arts training, "ways" rebranded as simply "styles", Ki rebranded as a kind of stamina, etc. I've always been allowed to "reflavor" the mechanics - same mechanics, different lore and names.
As for me, the most difficult part of D&D is... finding time.
Human. Male. Possibly. Don't be a divider.
My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong.
I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲
“It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
Not always true. A warlock will always have a patron. A paladin will always have a divine spell list, radiant damage, healing, and an oath (hell there is a thread right now open where lots of people are saying they would force paladins to follow a god and be lawful good in their games). A druid will always have wildshape. An artificer battlesmith will always have a pet and tinkering class features.
There are many combinations of mechanics and themes it is 100% impossible to build in dnd 5e, and it's led to my increasing frustration with the system.
With a flexible DM many issues can be easily overcome (mine is willing to let me replace the cleric spell list with the druid spell list on a nature cleric for example, or make paladin smites into lighting damage), but RAW you're out of luck for lots of things.
Consider RAW as guidelines and your mileage and happiness in 5th edition D&D will grow immensely. It baffles me as to how much adherence there is to what's written in the books when folk are clearly unhappy with what's written in the books. Of course, you can always change games, systems, or editions, but oftentimes that requires more investment and work than simply changing the few things in 5th that you're at odds with.
All things Lich - DM tips, tricks, and other creative shenanigans
The hardest part for me was figuring out what I needed to prepare, and what I could make up on the fly. And it was hard because it just took me time and experience to figure out. That question has a different answer for everyone, and once I figured out my own needs it made preparation for D&D a LOT easier.
But it took time, and work, and a bit of self reflection.
Find me on Twitter: @OboeLauren
Staying sober enough to remember exactly how the last session ended at the beginning of the next.
Overly ambitious world-building and campaign design. I've probably bitten off way more than one should chew... I have managed it so far, but I think it will get harder as time goes on.
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.
...finding a group
Well, times have changed a bit since I started playing D&D.
When I was first introduced to D&D, back in about 1981, we were still dealing with The Satanic Panic. A few of us friends had formed a group that would play at Kenny's house once a week. One of our friends wanted to play but his family was like SUPER Catholic, so his parents wouldn't let him play. So he found a couple of pictures in the old books of fighters and clerics with a cross-like design on their shields. So he showed these to his parents and actually had to have a debate with them, explaining that we would be playing "crusader-type" characters whose mission it was to destroy devils and demons and to protect the innocent and whatnot. After a few rounds of that his parents relented and let him join the group - BUT - only on the condition that he play a cleric and that his cleric have a cross on his shield. Seriously.
Other than that, the hardest part of D&D was staying alive. D&D 1.0 and AD&D were harsh. There were no death saving throws, there were no cantrips, there was no inspiration or advantage, there were no bonuses for an ability score of 12, or even 14. Getting to level 5 was a big deal! Today getting to level 5 is practically a given, and only takes maybe a dozen gaming sessions.
Today, as a player in a 5e campaign, the only real difficulty is the Plague Year in which we find ourselves, which has moved our game from the tabletop to Roll20. It's still fun, and we can still see and hear each other in real time with Zoom, but it still just doesn't feel the same. It's like maybe 85 or 90% satisfying, which is good enough, but I still prefer sitting around a table with paper character sheets. But maybe that's just me. Maybe some day we'll get through this whole mess and get back to a table.
That'd be nice.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
As a player i'm fine i have an understanding of the rules as it pertains to the classes that I'm playing and how most others work. As I have begun to DM more and more however keeping track of all the rules is a lot on top of what you have going in in game.
I know that the DM has final decision but I'm grateful that for players that have as firm an understanding of the rules that i do and I don't mind them mentioning something i may have overlooked. As a player i prefer playing a martial character over a magic user and as DM personally spells are the one thing I am always looking up. If i am running an NPC with spells I at least have a note of what they can use and what they do. When it comes to my players I'm always looking up or asking them what does that do. I a familiar with the most common however that spell list is pretty extensive.
Finding a group that cares. Often, I find a few friends willing to play, but they never bother to look at their character sheets, understand the rules, think while playing, or listen to each other. Most sessions are a long drag and I don’t know how to find people that are bothered to invest even a little time in the game.
If at first you don’t succeed, then skydiving is not for you.
DM for: Wrath of Ashardalon, Aeterna, Fallen Angel’s Requiem
Characters: Eden Tealeaf, Human Fey Wanderer (retired), Charles Tristan Aurelius Esq., Half-Elf Profane Soul Blood Hunter (playing in Red Grave by Pag12)
Currently working on Kairon’s Cabinet of Curiosities, a homebrew compendium to simplify and spice up your game.
That's the hard part, finding players that are genuinely interested in playing the game and at the very least know how their class plays and have a basic understanding of the rules. I love new players and have all the time and patience for them when it comes to learning so long as they want to do so. Don't just sit there telling me what you want to do, rolling dice and not having a clue what you are actually rolling.
The hardest thing for me was when I looked at the rules in 1978 and thought "This sucks balls..." but had to keep going with it for a few years until it wasn't unthinkable to try using another system and keep a game group together.
When I came back to the game in 2009 the hardest thing was saying "Bugger me, they've come up with a good game here!" and actually playing it again after 25 years.
Trying to not make mistakes
As a DM if you make one mistake the mood can get somber. Experienced this a lot of times.
Memorizing the Rules
I forget a lot of things, like AoO on a grid. Reading the books page by page is boring but is needed.
Wasn't actually thinking of this until it came put: Finding Players
Very hard
For me, DnD was the most natural thing in the world. I had no trouble understanding the rules, or how to play/roleplay etc. I am not saying I am the perfect DnD player, but for me there is nothing I find hard about DnD. It is just.....relaxing really.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
for me it is supporting the rest of the party
I am leader of the yep cult:https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/82135-yep-cult Pronouns are she/her
@BigLizard
I'll be honest, I'm pretty new to D&D. I always knew OF it, but never really explored it until about 2 years ago. So, much of the earlier content and previous editions are lost on me. I have found 5e to be very enjoyable and easy to pick up thus far seeing as me +2 others at my table were all newbies to the game. I'm I'm glad to hear that you and your group managed to stick with it and find/homebrew a system that works for you!
@Comrade_Jenkens
While I can't yet speak about a warlock always needing a patron, I can speak about a paladin always needing to be lawful good and follow a god. I'm currently in a campaign where my OoV paladin is more of a lawful neutral who doesn't follow any one god in particular. This is due to his backstory and the teachings of his paladin order. His alignment comes from the fact that he started as LG but saw how bureaucratic red tape can hinder justice. Likewise, his order instilled the idea that all the gods (from Bahamut to Tiamat) are above the mortals of the material plane. With the combo of those teachings and personal life experiences, he found that belief in himself/teachings of his order are what matter to him. The gods can be helpful, but its left to us to forge our futures.
@everyone else
Love all the responses!
Hmmm the hardest part for me was honestly getting over being nervous my "first" D&D session as DM. I put "first" that way as I have done it before but it was YEARS ago and it was over e-mail...yeah I'll come back to that in a bit haha. We have a group of friends who we met up for D&D a few times and then our DM had to move away. So I bought everything off them before they left and told the group I'd take a stab at it. Well...being the guy I am I couldn't follow a pre-made session. I had all the books, all the notes and then my mind went...hell no...I've got this! So 3 weeks of planning...yeah not steady but I'd say a good 8 days solid if you put it together, building a whole new land, new locations, new encounters, a new NPC (as some of our group didn't stay with us), new NPC names, new grand plot...and the list goes on.
Anyways, after our first session (several hours) we all had a blast! I enjoyed being the DM, my group threw some serious twists at me, one right at the first encounter where they were supposed to try and charm a tribe member and instead they just launched a full on attack right off the bat as soon as they met him. The dice were doing the exact opposite of what I was hoping most of the night which lead to some Amazing laughs and great RPing as well as fights. Needless to say though it was a great night, and we are looking forward to many more to come as am I.
(on the e-mail thing if you wanted to read about it...see below)
I used to D&D over e-mail with several people that were all over the world. To do this we e-mailed each other our char. sheets and would hit "reply all" every time we'd do something or want to know something. This was great when you wanted to ask the DM something in private...just send a quick e-mail to them and it was secret. The dice rolling didn't play to much into the game unless sometimes the DM wanted to use it on their end. In case some of you are wondering...why didn't you just use Skype or Zoom...well it wasn't around at this time yet haha. Yeah I'm dating myself a bit there but still it was a blast. So the hardest part then was getting to know your team members who you couldn't hear/see at any time.
Whatisthebigbuttonatthebottomofthekeyboardfor?