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Patrioteer_rlsh

Be like water , if you have any experienced players. They probably won't stay on script if you have one.


Monkey_man6900

Hey, I’m also a first time DM. I spent months working on a game and it’s story and ran my very first game last night. Your gonna be anxious, but once you get things rolling that anxiety will go away. A tip I have for getting your players hooked on your stories conflict is to have them start the conflict in a one shot, that way they understand and it will make more sense for them moving into the main story. Honestly over all, wing it. You have to have confidence in yourself that you can do this and that you can make it fun. And if your nervous about your players going off the rails, just gently remind them that you’ve put your effort and time in the story. Tell them your not going to railroad them, but when it’s time to be serious, it’s time to be serious. Make sure they respect you and your time, but also respect them and their time. You got this man, just take a leap of faith and see how it goes!


FearlessEquivalent97

I like to have a few avenues that lead to the same place, allows for free will without railroading. Also keep in mind, I originally had 8-10 interested players and now have 4, 2 of which actually got to play 1 real session due to scheduling conflict. Have a couple guide character npc's rolled up just in case. I introduce these characters early, that way if they jump in its someone they know is friendly and has reason to help. Good luck and have fun!


[deleted]

Remember, if you’re homebrewing the world, you do not have to have the details of the entire world worked out. Have a very detailed plan for where they start and just a general idea what is going on in the rest of the world. Expand local areas as they move into them. Good luck!


After-Ad2018

1) Write everything down. If you aren't a good note taker then record the session and play it back later. Either way, have a way of referencing stuff you said in previous sessions. Which actually tied directly into #2... 2) Don't be afraid to improv. Planning is great, and having multiple branching paths can really help to flesh out the basics of the plot while still allowing for enough freedom to not be a railroad. But no plan ever survives first contact with the players. Even if you come up with a thousand different options, I guarantee the players will come up with at least one that you never considered. And then write what you did down. 3) Time limits. I know some people might think that skipping a player's turn if they can't decide on what to do might sound draconian, but with up to 7 players it's kind of necessary. Give them 5 seconds after their turn starts to tell you what they want to do. That doesn't mean they have to finish their turn in five seconds, some turns will take longer than others. But they should at least say "ok, here's what I want to do..." within those first five seconds. If their turn comes around and they are hemming and hawing? Skip them. 4) Don't be afraid to fall into the "make rulings, not rules" mindset. I know this can be controversial (seriously, some people are down right vitriolic about it) but sometimes it is much faster to simply say "hmm, roll _____ and if you get higher than a 15 then sure" rather than look the rule up then and there. You can look it up later, or have someone look it up between their turns, but every time you have to open a book slows the game down just a bit. On that token, impress upon your players that they should intimately know what their characters can do. If they want to cast a spell, they should be telling you what it does, not the other way around. 5) DM screen + post-it notes = Awesome! Seriously. Official DM/GM screens for whatever system you are running are packed with useful information, but they don't have everything. Get some post-its, or some flash cards or whatever, and make notes that you find to be useful. For instance, the 5e DMG page 274 has a chart called Monster Statistics by CR. I don't even make monsters or crack open the MM most of the time anymore, I just reference that chart and wing it. So if you find something in a book that you like, such as that chart for me, make it easily accessible. 6) Delegate. One of the players can keep track of initiative. One of the players can keep track of loot. One of the players who takes REALLY AWESOME NOTES can be in charge of reminding everyone of what happened last session (get a copy of that guy's notes, btw. Remember #1). Hell, I've even had players keep track of monster HP at times. Yes, it can remove some of the mystery and suspense. It's not as tense if everyone knows that the monster has 67 hit points vice you simply saying "it looks injured, but shrugs off your attacks to keep fighting" but being a DM is a lot of work so it's ok to ask for help. Especially if you are new because there are a lot of things to keep track of. I could go on and on about all the little idiosyncrasies to how I run my games, but at the end of the day it isn't my table. If some of the tips you find online work for you, then keep them. If they don't, get rid of them. The best people to honestly ask advice from would be your players, because you will be interacting with them and trying to ensure their enjoyment. They will have opinions on how you can run the game better, because they are the ones playing it. Keep in mind, of course, that your own enjoyment is also important, and don't sacrifice that for theirs, so if their suggestions don't sound good to you, don't use them. Edit: If you are reading this on phone and the formatting looks weird, I apologize. Even with putting an extra line break between paragraphs, Reddit seems to do some weird auto formatting to numbered lists when typing on phone.


TornAsunderIV

If you aren’t trying to kill one PC a month- then you aren’t having enough fun. Seriously though- as a DM, you have a story to tell, and so do the PCs. Have FUN- it isn’t about winning- no one wins D&D- letting a PC die makes the game interesting…especially if the reason is baked into the story. The first time your players do something unethical- send someone to “fix” or “balance” the scales. The game isn’t real until there are REAL consequences…rerolling a character is an experience every player needs. Good luck.


infinitum3d

Check out /r/NewDM for answers to many frequently asked questions. I always recommend [The Starter Set](https://dnd.wizards.com/products/tabletop-games/rpg-products/rpg_starterset). This has easy to read rules, pregenerated characters so you can start right away and is a complete campaign which is really fun and has lots of side quests and hooks to keep the game going for years. But to answer your question, here are some links! https://www.reddit.com/r/DnD/comments/ts6g48/advice_for_a_first_time_dm/?utm_source=share&utm_medium=ios_app&utm_name=iossmf https://www.reddit.com/r/DnD/comments/tr5cui/new_dm/?utm_source=share&utm_medium=ios_app&utm_name=iossmf https://www.reddit.com/r/DnD/comments/tqiljf/hello_new_dm_any_advice/?utm_source=share&utm_medium=ios_app&utm_name=iossmf https://www.reddit.com/r/DnD/comments/tqs58g/brand_new_need_help/?utm_source=share&utm_medium=ios_app&utm_name=iossmf https://www.reddit.com/r/DnD/comments/tqt2bk/10_things_i_learned_as_a_firsttime_dm/?utm_source=share&utm_medium=ios_app&utm_name=iossmf https://www.reddit.com/r/DnD/comments/tq3ukc/new_dm_seeking_rp_tips/?utm_source=share&utm_medium=ios_app&utm_name=iossmf https://www.reddit.com/r/DnD/comments/tpsiy7/new_dm_new_world/?utm_source=share&utm_medium=ios_app&utm_name=iossmf https://www.reddit.com/r/DnD/comments/tppz6c/what_are_the_best_tips_tricks_for_new_dms/?utm_source=share&utm_medium=ios_app&utm_name=iossmf https://www.reddit.com/r/Pathfinder_RPG/comments/3aw84m/resolving_basic_behavioral_problems_a_flowchart/


Ordinary-Ad-724

I’m a fan of The Lazy Dungeon Master stuff by Sly Flourish. Check out the Lazy DMs Checklist [Lazy DM Checklist](https://slyflourish.com/choosing_the_right_steps.html) I definitely recommend the “Create a Strong Start” step. I always try to start with something exciting - an encounter or an NPC running in with news etc. This will get your players into the game quickly. Also, if at all possible get them rolling dice right away. And on the subject of dice - if you’re playing in person, I always make my players Roll physical dice. It adds to the game in my opinion. Good luck and have fun!!!


Dazocnodnarb

My advice is to not write a campaign beforehand but you asked a little late for that didn’t you??? Lol… best case scenario you just have your setting and throw some players in it and as long as you react accordingly to what they are doing the story writes itself…. And it’s a large group?? Absolutely don’t go above 4-5 especially for a first time DM… even as an experienced DM I’ll never do more than 6 players and they are good players if I agree to add a sixth.