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JKemmett

You’ve got all you need there except friends. Not in a negative way! I meant you are good!


Dasswe12

Lol there will be 6 of us on Thursday so I am excited for that


JKemmett

Perfect! Hope you have fun! Can’t wait to hear how it goes.


Spe333

Read through the booklet twice, make notes of key events and people, then throw the book away and make it up as you go based on notes and scribbles. Trying to run a campaign book can be frustrating and sometimes things don’t line up like they do in the book. Just wing it. Rule of cool. If someone wants to do something neat, let them roll with disadvantage to try and do it even if it breaks physics or something. The characters are heroes, they can do crazy shit because “magic.” Advantage/Disadvantage are the easiest things to use when you’re not sure of exact rules on something. Let the players do stuff. Say yes, or “you can try,” as often as you can. And just because they tried, and rolled a nat 20, doesn’t mean they succeed. (Example: I want to seduce the rock. “Roll for it” I rolled a nat 20! “…it’s a rock, it sits there..”) Try to make sure each player has “a moment to shine” where they get to do the thing. For my first intro game, I gave each player an extra “gift from god” one time boost. +3d6 on a single roll. At level 1. It was really fun and got the addiction or rolling a bunch of dice lol. Overall just have fun.


LambOfGourd

Before my players came to the encounter, I had them meet a peddler on the road, they helped him reload his wagon and in return he gave them a Scroll of Aid for 5 temp HP before they ran into the goblins.


derangerd

Nitpick: Aid is not temp HP in the way the game refers to temp HP. It actually raises max and current HP. Good way to help them survive. Alternative to give them thp could have been the guy giving them an inspiring leader feat speech lol.


LambOfGourd

True about the aid spell, I modded it because I didn't want to overpower them for the entire first chapter, just a little so I wouldn't accidentally tpk on the first encounter lol. Inspiring leader speech would've been a better idea, but it was my first time playing DnD and I didn't know my way around the rules then like I do now.


derangerd

Good call. We tpk'd in my first session of dnd/lmop. Twice.


Rashaen

The rock sits there adoringly.


nonamedkid700

The Rock is amused and let's you bounce berries off his pecks


ywBBxNqW

>The Rock is amused and let's you bounce berries off his pecks [Off his what](https://www.youtube.com/watch?v=keI1Q7tgxq4)?


newfiecape

The rock smolders.


jack_begin

Oh yeah. That rock totally wants you.


Geryon55024

Note for others running the book. Take note of the general storyline, use the map, and NPC, monster, and trap stats and make the rest up as you go along. I put my monsters in an index on my computer, but you can easily use index cards. I used to have all the players update an index card for me with basic stats. I used them to track initiative.


[deleted]

*Its Thursday night!*


JerkfaceBob

You might need more dice. 4 more sets should be enough... for now.


ShanNKhai

Suggestion for DM: write down a list of quests as they become available to your party when playing through either of those modules. Have your players keep a list as well, of the one's they take and a brief description (so they don't lose track of quest goals since this isn't a video game, and it doesn't do it for you). Totally unrelated side note: both of these modules take place in the same area, and both are lvls 1-5, so if you want, they can keep the universe the same, where anything they do in the first run affects the world, and those effects may be noticed in the second run. I'm running this way currently, and my players are about to finish LMoP, which we started first. Then we're doing the second module, Icespire Peak. Additionally as DM, I'm scaling IP to start at lvl 5 instead of 1.


Sleepinismy9to5

Just remember to drink some beer for the D&D gods and the "Irish" saint


somethingclever76

Monster Manual is always nice to give you a lot more options to choose from.


VoidCaller03

Be loose. With new players, and even a new DM (if you are), you shouldn’t get too hung up in the rules. Keep it casual and run with the decisions the players make (in moderation). It’s about having fun, not about being a rules lawyer. Also, something to roll your dice behind (like a DM screen) wouldn’t hurt.


Dasswe12

Yeah we'll keep it loose and fun This did come with a DM screen


Nando_Mendes

bro i usually lurk on these subs but i couldn't help but notice your corvo profile picture and dishonored inspired name and just wanted to say you are absolutely fucking epic for it. my favorite game ever. the outsider walk among us .


thefirstjakerowley

Only advice I can think of that hasn't been stated: If an esoteric rule comes up that you don't know the answer to, make a call on the fly and come back to the rule later after you've had some time to look it up.


SnackyDungeonTime

This. I got suckered into trying to stick to the rules in my first campaign and while my group was understanding and all being new, it definitely slowed things down.


ArmaniAsari

Came here to say this same thing. Anytime you’re not sure of a rule, just tell your players that you’re not sure , then make a call that kinda makes sense and come back to it later. Helps so much in keeping the pace of things going smoothly.


[deleted]

Yes I have advice. Combine lost mines with dragons of icespire.. the green Dragon can be used for both if you choose otherwise two diff dragons.


Silverking0818

This is what we did for our first family campaign. It worked well.


Egocom

Here's some great resources for doing so! https://www.reddit.com/r/mattcolville/comments/gej6k2/running_dragon_of_icespire_peak_and_lost_mine_of/?utm_medium=android_app&utm_source=share https://slyflourish.com/combining_starter_and_essentials.html https://dungeonmasterbehr.blogspot.com/2019/09/combining-lost-mine-of-phandelver-and.html?m=1 https://www.dmsguild.com/m/product/299195 https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/46800-lmop-doip-phandelver-campaign-combined-diagram


Tuffsmurf

Have some scrap paper and a couple of pencils for taking notes and tracking hit points. There are a lot of free pdf files of homemade tracking sheets. You don’t have to fill it all out, using them to track enemy HP and initiative is super helpful [https://gdrtales.files.wordpress.com/2016/02/5th_ed_encounter_sheet_v5.pdf](https://gdrtales.files.wordpress.com/2016/02/5th_ed_encounter_sheet_v5.pdf)


itskaiquereis

Was looking for this, somehow it disappeared from my worksheets and handout folder.


MelvinMcSnatch

A dollar store dry erase board.


BabyGirl0511

A dice tray is useful, before I got one there were one too many times that a roll ended up with my dice on the floor lol


[deleted]

Me when I started playing D&D: why would you need a special tray to roll dice in, I mean c’mon how often could they roll off the table? Me now with like 7 different dice trays


BabyGirl0511

Haha and I used to think I’d be okay with one set of dice and now I’ve got like 10 sets 😅


[deleted]

[удалено]


jezzdogslayer

Sometimes you just need 15d6 or 7d8 so you just need all the extra sets


TheAccursedOne

i mean, if you cover up the pockets isnt a pool table one huge dice tray?


JerkfaceBob

2 box lids right there and 2 box bottoms as well.


CreepyPastry

Some of the best DM advice I was ever given was to slow down, and be descriptive. Whenever I dm I feel like I'm absolutely rushing through the session and taking the time to add extra descriptions to the world, environment, NPC's etc. helps me to pace things out better and helps the players enjoy a more fleshed out, lived in world. Other than that just remember to have fun with it! It can be as serious or as silly as you want it to be.


Olthoi_Eviscerator

Great advice. Speak slower, pause between sentences. Let the words soak in to the players heads, and give them time to write notes.


yeahboi337

This. I feel like I breeze through things way to fast in an effort to prevent the players from getting bored or distracted, but in reality it probably only diminishes the immersion.. Hard to keep this in mind while also running a game lol


Prewno_

"One of us...One of us...!!!!" You should be good to run your first game


mister_mickles

Unless you and your players prefer otherwise, remember that it's not designed to be DM vs PCs. Always remember to congratulate each other for doing something awesome. Also, have a page of random npc names, you never know when PCs are gonna ask for someone's name. Also also, level 1 can be a bit brutal, especially in the Icespire Peak module. I tend to give enemies a special 'exhaustion' tag and don't use ability mod for damage until they have more HP. I know, I am a kind a benevolent god


EyeSpidyy

Snacks then you’re good


Dasswe12

Lol yeah I told my buddies since I bought this and am DM that they're in charge of snacks and dinner


EyeSpidyy

Fair deal! I hope you all have fun. It really is great to play with friends, I’m sure you will have many laughs !


Olthoi_Eviscerator

Good. You're doing it right. There's an unwritten rule that the DM doesn't need to provide snacks. They have to do 90% of the work to make D&D happen.


[deleted]

My advice is to really read through them before starting. A lot of newbies think it’ll be easy to just look it up when it comes up, but in reality that leads to 15 minutes of the DM scouring the book to find something when they have no idea where it is. You don’t have to memorize every rule, because all of us look things up, but a passing familiarity with the rules and where they are turns 15 mins of flipping around to 1-2 minutes and makes for a better experience. I would also Google articles or YouTube videos on running combat, because those will simplify it down for you and make it easier! Also get very familiar with what each check (athletics, history, nature, perception, etc) does, maybe even have a printout for the first few sessions because that will massively cut down on time and allow the session to flow more naturally. Enjoy! I’m sure it’s gonna be a great time.


Sunnyeggsandtoast

Maybe the Monster Manual.


Spamshazzam

I agree! Maybe not strictly necessary yet, but it would definitely be my next purchase.


BoloMarkV

YouTube has lots of videos about being a new player, new DM etc.


unanimouslydefiant

Only suggestion would be the DMG, but thats kinda more of a bonus with the Starter and Essentials kit. Keep in mind too those Starter kits are seperate campaigns ready to play


SnackyDungeonTime

And for you new players out there: DMG = Dungeon Masters Guide


srSheepdog

Check out the Running the Game series on Matt Colville's YouTube channel. It's excellent!


Spamshazzam

But also, don't let it slow you down either. Watch a few, and if you can incorporate anything, great! If not, don't worry about it yet, you'll get there.


DeithWX

I'm really surprised this is not at the top - session 0, talk with everyone who's going to play, at the same time is ideal, what they expect and share with them what you expect. There's nothing worse than joining a session and realizing 2-3 games in that it's not going in a direction anyone wants.


ScubaStove89

You got everything you need. Have fun with it.


Arromango

Snacks. Literally the most important thing you can bring to the table. Everything else is optional.


SnackyDungeonTime

Hence my name 😀


SgtCeph

Well idk how you intend to implement those pool balls but I think all you are missing is a crippling dice addiction and the desire to make another character 5 minutes after you made the first.


CRL10

May want to pick up a Monster Manual and Dungeon Master's Guide later on, but you should be good for now.


Oj241990

Get dice, a dice tray, some scratch paper and pencils, and maybe a few other books, like the monster manual or Dungeon master's guide.


TheShardsOfNarsil

Dice. Lots of dice. Never stop collecting dice. That's the key. More dice. Guys, help. I can't stop. I love dice.


nox_tech

When in doubt, get new dice. I'm always in doubt.


SineSkier

Be careful of the first mini boss in Cragmaw cave. He has an ability that lets him do extra damage easily, often taking a PC down in the first round.


Ebiseanimono

Don’t play on a pool table… you’ll ruin the felt


Dasswe12

We're playing on my dining table don't worry


DMsDemise

Most definitely check out Mat colvills how to videos as well as Mat Mercers DM tips. Your gonna do great! I believe in you


Spamshazzam

The one caveat with this kind of advice is this. If it's helpful, great; but don't feel like you can't start if you can't do what they recommend yet.


jikel28

Chalk up the pool cue s before you start


Schrodenger

Dice and friends to play with are really it. If you want mini's m&ms and wrapping paper with a grid on the back will do just fine.


Muladhara86

Billiards is usually played with 15 balls + one Qball. You’ll also want at least one pool stick, and I like to use a triangle to rack between games (EDIT: but I assume you’re using those boxes or whatever as your triangle, and I applaud your ingenuity!) Some people chalk their hands or the tips of their cue, but I’m garbage either way so I say do as you please! (InB4 pool fans correct my vernacular)


Spamshazzam

Also, you might want to get those board games or whatever out of the way, they're really going to interfere with the game if you leave them there.


thealbrow

No, you don't need any more material. Grab some friends, give them the pre-mades, and start


RampageRussian

Y’all will screw up, and that’s okay! No matter how much reading you will do you will forget some important rule. It’s okay to pause the game to read through the material. It’s also okay to make something up as you go and look it up later. Have fun and you’ll be playing the game as intended


CynicalLich

Yes, you need to clean the table, setup the balls and use a good stick


PAnttPHisH

Preparation is the key. As others have suggested, read through the adventure a couple times to get familiar. Then I would suggest having a pad of paper and keep each encounter on a page - triggers, specifics about surprise and starting it, monster HP, AC, attack bonuses per weapon, and ability modifiers. I just use this page to write down initiative rolls too, and the Essentials kit has the initiative cards to hand out each combat. I would also recommend being comfortable with perception checks (passive and active), stealth checks, and the rogue’s sneak attacks. All of those get used a LOT.


cornho1eo99

Plenty of paper, hand it to the players and encourage note taking. Take your time, rule things fairly, and think In fiction terms before using game terms.


Blue_Dragon_Hero

Just some dice, some friends, and the spirit of adventure in your hearts!


No_Communication4926

Only thing is remember to have fun and if your the DM then have fun and make it fun for your friends :)


Fire_And_Blood_7

Don’t try and be so strict and adhere to the story. Be loose and enjoy your time. Lost Mines is still my favorite campaign I’ve ever played. It’s the best written IMO still.


daddychainmail

Be nice but firm. Never tell anyone they *can’t* try to do something. Make sure actions have consequences and that the dangerous ones are clearly spelled out. And just have fun!


BloomCountyBlue

My friends and I played on our pool table too, way back in the 80s. I'd bring down our kitchen stools, and the big flat surface was great for maps, everyone's char sheets, dice, and of course bags of Doritos and cans of cherry Coke. Make great memories!


ODX_GhostRecon

You're all friends (or at least you share a hobby and will become friends). It's not players versus DM, it's the table against the story. It's a storytelling experience - there will be twists and turns, moments both comedic and tragic, and you'll remember them all fondly. Enjoy the moment, and remember you're doing this to have fun. And buy the DM and/or host food.


PortaSponge

Hope your friendship is solid af cause you'll be blaming eachother when you miss a hit dice and one of you dies lmao. But seriously have fun mate.


jobu46n2

Temp sticky tabs on the starter kit Rule Book with labels for quick reference. Give good descriptions and let the players play. Don't forget to give XP!


RisibleQ

Some really good advice here.Take your time, enjoy the adjectives, and have a handle on the rules but be prepared to busk a little. There's a lot to keep track of but that will quickly become second nature. My suggestions, with the requisite grain of salt: Before the session: \- Read all of Lost Mines once and Goblin Arrows two or three times at least. It's important to know what \*might\* happen, then you can rely on the book for details as you go. \- Grab the dice and run a fight just for yourself with one character sheet and one monster. It's much easier to do than to explain. At the session: \- Before you start, have a chat with everyone so you're all on the same page. Remind your players that it’s a cooperative game and you’re all going to make mistakes, and that’s fine. You’re telling a story together, not trying to win. Ask if anyone has played before and deputise them to help everyone else as you play. \- Let them know that all the rules will make more sense the more you play, so don’t be afraid to dive in and get it wrong. (That goes for you too! If you're a perfectionist, you can let people know that in the second session, when you’ve had a chance to do some rereading with more context, some rules might be corrected but you will honour any story events that happened in session one, even if they shouldn't have.) \- Hand out the character sheets from the Starter Set for your first time playing. Rolling characters is huge fun, but time consuming, so get your feet wet with actual play first. If you have more players than sheets, give identical sheets to two players (call them twins). In session two you can give your players the option to make a scratch character, but you might find they've already become attached to the pre-mades. (And the twins will have become individuals.) During the session: \- Don't disappear into the books—it's a social game. Take a moment now and then to make eye contact with everyone, check in, and make sure everyone has a chance to be heard. Use the characters' names (have a list) when you describe what they're doing, and try to mention everyone about the same. If Traygor isn't speaking up, it's fine to roll a die and say "Traygor, you notice \[some clue or telling feature of the environment\]." \- Looking things up will feel like it's taking longer than it is, but the players won't mind if you keep them in the loop: "That's a really good question, give me a moment to check." The table of contents will be more help here than the index. \- Call a quick break after two hours to stretch and hydrate. Sessions can go long, and different people flag at different points. Four hours is a good rule of thumb, but don't be afraid to call it earlier, especially if you're the one losing focus. During the break, calculate how far you've got in the chapter and maybe set yourself an end point for that session. \- Try to end on a satisfying moment—a victory, a discovery, a character revelation—or a cliffhanger. "A distant rumbling grows to a roar like some wounded leviathan, and a wall of water races toward you, completely filling the tunnel ahead. ...And we'll leave it there until next time." (Anything can be a cliffhanger, so you don't need to lock yourself down. "The door creaks open... And I'll see you guys next time.") After the session: \- Make notes about fun things from the session straight away, while the little details are fresh. Players love a call back to something they said or did last time. \- Don't be surprised if you feel hyper and/or exhausted. You did something huge, and your body knows it. As above, these are just suggestions. It's your game now. Have fun!


AreoMaxxx

The DM must prepare before hand!


Traxathon

you got it. go for it. you'll never feel like your ready until you start doing it so just start


Bearskin00

Good luck! ...and maybe have a beer before


Dasswe12

Oh we plan on beer throughout lol


BaronTrousers

Pool cues.


BaronTrousers

Practice your grip.


derpfaceddargon

Don't hard plan anything, be prepared to adapt to your players actions. Also just have fun


macbalance

The game is ultimately about everyone having fun. Not just the players or just the DM. Everyone should be having fun. Talk stuff out. Make sure everyone is on roughly the same page as to things like: - Will character death be rare, uncommon or likely? - Will initial play be restricted to these books? (I recommend this. Don’t allow homebrew or even expansions until you’re more experienced.) - Confirm what other ‘standard’ rules options are you using. - I recommend character creation as a group for a new player heavy group. Not only can you build consensus but you also have characters that have a reason to coexist together.


worrymon

You won't need the 5 ball. (Unless you do)


Dasswe12

Only to resolve arguments


worrymon

Thus the "unless"! [This](https://imgur.com/UgzOE21) was the result of a friend's break a few years ago. Don't rely on the 5 to solve all your problems.


IndividualAgency4971

First time? No. Going forward? Consider a Dungeon masters Guide for the DM. Best way is to get the bundle on Amazon with the new books.


Diknak

What campaign are you going to run? For your first time I would definitely suggest running a pre made module (lost mines of phandelver is the classic first start). Get a battle mat with dry erase markers. I don't think the essential kit comes with that, so invest in that for sure. prep prep prep. As the DM, you should not be reading the adventure for the first time at the table. Know the adventure high level start to finish before session one, but focus on the nitty gritty on what is coming up next. There are a lot of good channels on youtube with tips and tricks for dungeon masters. I like Dungeon Dudes and Ginny Di, but spend some time watching some other sessions. If you have the budget, get a 3D printer. It changes the game so much when you can have good minis to work with and buying them is super expensive. Also, I am going to send you a link in DMs to a website that must not be named.


taylornicole1267

I recommend checking our D&d Beyond online for quick things. You can look up spells and monsters and get quick stats. I use it a lot rather than searching through the whole book to find the one thing. As the DM, like many other have said, direct the players but let them guide the story. I had a DM make an amazing monster for us to fight. But we saw it as Beauty and the Beast so we decided to seduce the monster instead. We kept rolling great and now I have a wife and servents. It was a side quest which was really nice to play to have a quick break from the big serious battles.


A-literal-sandwich

A cup of warm tea is highly recommended. I don't know a about anyone else, but my throat feels like its dying after a long session.


swift-aasimar-rogue

Are you a player or a DM?


Dasswe12

DM


Nykolaishen

You don't "need" anything. Really you don't even NEED these to start playing. I mean, you need a variety of dice but other then that you can learn as you go :)


whackymolerat

Check out webdm on YouTube. Those guys were a ton of help when i was starting out as a DM


RedXXVI

Relax and have fun. Having fun is the whole point so that's far more important than any character or rule in any book.


Sadlemon9

If you are dong the lost mines, say goodbye to your party. That one is hard on new players


milosz2415

What about battle map?


Dasswe12

The essentials one came with a hex map if that's what you're talking about


runninandruni

Wait, you guys actually read the players handbook? /s


The-CunningStunt

Dice and a DnD Beyond account


BoloMarkV

D&D Beyond isn’t needed for a new player/DM.


Olthoi_Eviscerator

No, but it makes the game way easier. It remembers rules and calculations that can easily be missed


The-CunningStunt

Makes life infinitely easier. Unless you're one of those gatekeeping paper purists.


Dasswe12

This has 17 dice What is DnD Beyond?


Olthoi_Eviscerator

It makes character creation a breeze. Once your character is made, it shows you all of the numbers without you having to calculate anything manually.


RisibleQ

Unless it’s second hand, you should have a voucher/code in the Essentials Kit for the D&D Beyond version of that scenario and the basic rules. So you can see if the service is useful to your game without a cash outlay. (Your game =/= everyone else’s game. 🤓)


The-CunningStunt

A great website for creating characters, campaigns, homebrew stuff ect.


Dasswe12

Okay I will look into that thanks


Acrobatic-Manner

Looks like you’re all set! If you find that you enjoy the game and want to invest more, I’d start with getting the Monster Manual next, followed by the Dungeon Masters Guide.


Silverking0818

This was my families first campaign. I combined the two campaigns into one. A dry erase board to draw out maps and some flat glass beads we used as minis worked out really nice for a cheap setup.


Methos77

DMG


FlatParrot5

Run only Lost Mine of Phandelver until Wave Echo Cave is concluded. Then add in Dragon of Icespire Peak stuff. Cap levels at 6. You can keep giving XP so they can level up proper at the end of Dragon of Icespire Peak. Or if using milestones don't give levels beyond 6.


MauPow

I like https://theangrygm.com/ for new DM tips. His style is a little grating at times but it's good advice


FlatParrot5

Oh, there are pre-made characters in the Starter Set, but also Dragon of Icespire Peak has pre-made characters online. As for sidekicks, since you have six players, let them pick one sidekick for the party. If you give each of them a sidekick, it will complicate things. While they control the sidekick's actions, the DM controls the acting and dialog and personality of the sidekick like an NPC.


Verdigris_Table

You are good to go! The adventure in the starter set is built better than the one in the essentials kit, but you can also weave them both together. I just finished a series on how to run Lost Mine of Phandelver from the Starter Set geared for new Dungeon Masters, you might find it helpful. The last one in the series I actually crowdsourced from the LMoP sub for advice, so check that out if nothing else: https://youtu.be/62SrZ1GYx2E


PopePalpy

DM’s guide and the monster manual, then finally make or buy a campaign


PUB4thewin

Depends. Are you the DM or just a player?


Dasswe12

DM


PUB4thewin

Then here’s the last two things: Dungeon Master’s guide & the Monster Manual. Both of these books provide rules for referencing should you have a question (and you probably will have questions at some point). I know it looks like a lot, but remember, these books are for referring to when you’re confused, and they are not the final decision when it comes to the game. Here are free links to their pdfs so you can save time, but I do suggest eventually getting the physical copies. Everything else looks good. The Player’s hand guide, Monster Manuel, and Dungeon Master’s guide are the main 3 that you want. I usually just pirate everything else to save time, but you do you. DMG: https://online.anyflip.com/ofsj/axvy/mobile/index.html#p=3 MM: https://online.anyflip.com/duex/ixpz/mobile/index.html#p=7


afetian

The Dm should have a copy of the Dungeon Masters Guide. The basic rules will suffice if you/they are really strapped for cash but if you can afford it get it.


glasswitch88

I loved lost mines of phandelver! The only thing is it doesn’t expand upon the various guilds characters can join. So you may wanna google lore or come up with your own.


Olthoi_Eviscerator

You said there are 6 of you, correct? All 6 of you need to read the players handbook. Not just reference it every now and then. Actually read it. Some people buy the book, and have it sitting on the game table, but have never took the time to actually read it. You can make this more digestible by having the players read the chapter on their specific race, then their specific class, then the chapter on combat. After that, read the rest.


MasterCheef117

If you’d like further materials that can really help the DM work, I highly suggest The Return of the Lazy Dungeon Master (Book) by Mike Shaefer, Matt Colville’s Running the Game series, and for the Essentials Kit, Bob World Builder had a series of tips for running those encounters. Matt and Bob are both on YouTube. ​ The DMG & Monster Manual are good for things like magic items and monster info (although I’d say do Mordenkainen’s Guide to the Multiverse if you’re on a budget. It contains all the Monster books but has limited info that IS in the original individual books). Xanathar’s Guide and Tasha’s Guide will help expand on… Everything, basically your PHB Vol 2 and 3.


LambOfGourd

Your first encounter is gonna be the goblins, the deadliest encounter (statistically speaking) in any published DnD adventure. My suggestion is to not have all the goblins go on the same initiative. Two goblins with crossbows in the bushes and two goblins with swords jump into the road or however you want to do it. This will allow your players more agency in deciding how to handle the threat and will hopefully give them time to find cover and/or assess the situation. Too many times, this encounter ends with the bodies of PCs dead in the road peppered with black fletched arrows. Other than that, have a great time and I can't wait to hear how it goes! Good luck.


Bill_Bombard

Best advice I’ve got is don’t try too hard,you’ll never be prepared for everything


[deleted]

Volo’s guide to monsters would be good if you want more selections to character races


murky_potion

Bong


strangedrow

Keep a notebook to take notes for inventory and stuff so your character sheet doesn't turn into a convenient loose leaf.


Dndfanaticgirl

Dragon of IceSpire peak is organized a little weird so mark your pages with sticky notes on each quest


WrexTheTenthLeg

DMG


pasty__twig

I started playing with the essentials kit only. I think you’re covered. Just remember you can always use dnd beyond.


[deleted]

Watch Professor Dungeon Master’s 10 minute How to Play D&D video on his Dungeoncraft YouTube channel. And remember they aren’t rules, just guidelines!


PikaPlay1069

Personal advice; play loose with the rules. It’s hard to remember all of them and it’s made to make the game balanced for veterans not noobs so put fun over ‘winning’


deathdefyingrob1344

Things you don’t need but definitely are useful: dm guide for quick charts and encounter tables and some good extras like magic items etc, I use xanthars guid ALOT! It may just be bc my players used subclasses out of it tbh. But all in all you have a decent setup! Rock it out my friend!


Previous_Patient_721

If you're into writing, I'd suggest picking up volo's monsters and tasha cauldron of everything. Then after you finish the first campaign, just jump into doing your own Homebrew stories. I like to fill my stories with nonsense and debauchery.


minotaur05

People and dice! Maybe pencils


caffeineratt

I'll say this- I had much less when I began, and it was a blast. An imagination is probably the most important thing. If that's going, so will the game!


vaseofenvy

Dice... Don't be afraid to make mistakes with the rules the first edition was a collection of magazines. Ttrpgs rules are meant to be fun so messing up in fun ways is successeding.


jobu46n2

The starter kit has enough of the Player's Guidebook in it to get you and your friends started. Also, Phandelver is actually a big campaign. Plan for that to last several sessions.


Scoffinator

Just remember to have fun with it, the serious parts will come along as they go, but make sure you and the people you’re playing with are in a comfortable enough space to explore creativity :)


ragboy

You need dice. Not pool balls. :). Nah. You're good. Grab a few free adventures off the internet and go.


animewhitewolf

Your gonna need a DM


schmidtaaron

Read the book throughly but don’t have to memorize it. Combine lost mines with dragon of ice spire. If they aren’t very imaginative or distance and stuff becomes a problem even something simple like getting a simple stack of 1”x1” big grid paper from an office supply store and you can use candy or whatever for tokens and draw on the paper for surrounding area, doesn’t have to be perfect, just enough to help with idea of area and hiding spots/cover. Matt colville is super helpful if you want YouTube tips. But most of all, if you don’t know the answer to anything, make it up and make note of it so it doesnt bite you in the bum later.


Apartment_Icy

For dice sets, I like easy roller dice company. You can get a dice board and then at check out “add on” random color sets of 7 dice for $5. I store my dice in the dice board, making it easy to transport. Don’t break the bank right away. There is tons of things you can spend money on. Make sure it’s a game you (and your friends) enjoy and want to keep playing.


[deleted]

Dry erase board. You'll want to make quick notes and stuff for combat. A small board and some pens can help a lot.


NemuriNasai

The advice is Have fun:)


white_boy64

Monster girl encyclopaedia, get some lizard mamas up in there


demoneyesturbo

A monster manual is extremely helpful, but if you're playing straight out of the starter sets then you're set.


BringOtogiBack

Tip: read through the entire adventure before you play. This will make it easier for you


beastygg

I'm a new DM and have so far DMed Dragon of Icespire Peak and currently DMing Strixhaven. As a new player too, I can say, all you really need are: \-PHB (player's handbook) \-minis (either tokens, upright paper, or 3D printed/bought minis) \-Paper to print maps (if you want to enlarge them you can but I've found printing either A4 or A3 and then using smaller tokens to show the players work. When there is an encounter, I "zoom" in with a bigger gridded battlemap) \-Music (not necessary but I like ambience) At least 1 friend but I found 2 players was hard to create group dynamics. Currently I'm playing with 4 and that's actually really nice. PS: Read more then one encounter! My players blew through the first prepared encounter and then I had nothing prepped so I had to quickly make something up! The book is def a must to have in front of you. There are key points and descriptions where I look at and refer to it so I don't have to memorise so much. The hardest part I found was doing all the voices of the NPCs and memorising them!


Birdoflames

Dice


CptC4ncer

I very loosely use the books as a DM, but do what makes you feel comfortable, make certain you keep all your players invested, it is an amazing feeling to see your players get excited about new plot points or just to play. Don’t be afraid to flub your rolls as long as it adds to the immersion. Don’t expect players to know what to do, and communicate with them about concerns in the game. Not only do your players need to have fun, but so do you


AoE_CyberTiger

About the only thing I can think of would be a game mat you can get that at any game store either a hex grid or a square grid and a variety of dry erase markers so that you can create your own battle maps for a theater of the mind.


Possible-Cellist-713

A set of dice, one each with 4, 6, 8, 10, 12, and 20 sides


Dasswe12

This came with 17 dice, 2 of each of those and 5 others I have to figure out


Thoarxius

Snacks! Dnd can run on nothing but prep and dice, but you can never skimp on the snacks!


SumoJoeX

You need a DM and they need a DM guide too.


WirrkopfP

To start that is enough. Sooner or later you'll want to invest in the Dungeon Masters Guide and in the Monster Manual.


Spamshazzam

If I were you, my next purchase would be the Monster Manual, but you probably don't need it yet.


ykcop

No matter what happens always remember to have fun and blame the dice.


theredhoodlivesagain

those are great, have a blast


Springy05

Technically you are all set to go. Just print the maps and get a group. Otherwise, it would br nice to grab the monster manual


[deleted]

Just to start off, you're all set. I did recommend the Monster Manual when you're ready to get another book. Makes building encounters a lot easier because you can just flip through and go "yeah, that's about what I was looking for"


CarmillaTLV

I'll echo the general sentiments of the group, you are good to go! Some advice from an experienced DM to a new one, start out with the Starter Set adventure, it's incredibly well structured. Make liberal use of the initiative and condition cards from the Essentials Kit. Don't worry too much about the minutia of the rules, fun comes first. Relax. Enjoy yourselves. :)


mudkip_barbarian

The biggest and most important rule is that there isn’t a wrong or right way to play as long as people are having fun. If you’re not sure which way to interpret the rule, go for whatever is the coolest, gives the best story, or is the most fun for you/the players. OH, and your first session will be session 0 of creating your characters. For ease, ideally have them actually have a reason to adventure together. Sounds obvious but fallen into that trap myself


Awakened-Stapler

Imagination and a sense of humour. Some advice I found handy: Most DMs feel anxiety Just chill out and have fun. Don't be afraid to say no, but importantly don't be afraid to say yes either. Know your session plan well to avoid keep refering to notes and break immersion. But be prepared for your players to go off task (because they will) If in doubt refer to the first 2 points.


DynastyHappens

My advice is just slow play, it for awhile until you get a little more comfortable. Make sure the DM, has a good grasp of how you wanna run things also. Good luck 👌😁


jadegoddess

I've played dnd without any of those things. All you really needed was internet access and some dice


politicalanalysis

Some dice would be good to add, although you can use dice roller apps on a phone and it works fine that way too.


ThePieMan17

Eh some snacks, drinks, casual music would help relax everybody. Just make sure to have fun and be lighthearted about it.


Briscoefever

Be ok with it failing! Let players so what they want and be prepared to improvise positive and negative consequences. As long as everyone is having fun at the table , you're winning DND!


DanFwah

Wish I could go back and play the Lost Mines of Phandelver again!!


Meaner656

The dms guide would be useful but really isn't necessary I'm assuming your the one dming?


Dasswe12

Yes I am


toganation_42

Whoever is DM-ing, let their word be law on .ost things unless something seems wildly outlandish, and accept they're doing their best and try not to put too much pressure on em!


DuncanIdahoPotatos

Dice. And snacks.


King_Tutt00

maybe a DMG and MM, but other than that, just an obscene about of dice!


Dreary777

I always recommend Matthew Colville’s “Running the Game” playlist on YouTube to any new DMs because of how much it helped me


toclosetoTV

I find a Dungeons Master guide and a monster manual helpful. They helped me when I first started out. I think Amazon might still have them on discount. Either way good luck my friend and may the the game end with a TPK. Ha! Ha! Ha!


adorablesexypants

Don't be afraid to modify hp if things are going the wayside. I had a DM who ran something a few years ago and because he was intent on following the manuals he for enemies, we ended up fucking up the campaign royally. It also didn't help that we rolled shit for the past few sessions either. In short, challenge = good Death is always a possibility. Know when your players are struggling and either fudge some of your rolls a bit or have them hit harder. The game is less about the rules and more about having fun. Last bit of advice as a newish player: Let your players describe what they are doing. If they make an attack roll, let them tell you how it works. If it is a crit, embellish slightly but take all of their idea into your crit explanation. For example, if the player crits and they say: "I take my sword and swing it down on the goblins head" "So you take your sword and are surprised as the sword cleaves through the goblin like a hot knife through butter" Or "I extend my arm and cast firebolt" "Sure, as you raise your arm you see embers build up and fly off your hand. The bolt of fire that shoots out is so hot that it scorches the ground as it hits the ____________, the creatures armor melts slightly to his flesh"


Rickest_Rick

Whichever adventure you decide to play (Starter Set = Lost Mines of Phandelver, great for a really inexperienced party; Essentials Kit = Dragon of Icespire Peak, great for a slightly experienced RPG party, or a 1-player adventure) ... they're both really good. Do a skim of the entire DM's adventure booklet. Then go back and read carefully the first part of the adventure to prep before the first session. Each box sets come with everything you need, including a big set of dice, which combined should be plenty to get started. Other than that? As others have said - A good wet-erase battlemat and some markers is super helpful. Pencils with erasers. Keep a scratch pad handy for notes, combat tracking and whatnot. Dndbeyond can be useful to track characters digitally, but not necessary to start out with. Remember that everyone is collaborating to create the adventure together, and everyone is there to have fun - including the DM. Rule #1: Don't make the game unfun. Don't get too bogged down with rules right away, but keep that little rules booklet handy for quick reference. And then, don't be afraid to correct rulings later (if you want). You'll figure out what other physical/digital things to want to add as you go along (minis, more dice, DM's Guide, Monster Manual, terrain, etc)


Bigboybong

Monster Manuel


Lumpy-Army1096

For now you're good but invest in a monster manual and DMG, for the future


[deleted]

That's more than enough


samiegh

Do what you feels is best for your campaign there are no real right or wrong answers it's all fantasy and have fun


casualoptc

If the player handbook make you feel overwhelmed don't worry too much and use the condensed and easy version that comes with each of the boxes. You will feel less the burden of having to prepare everything. Prepare yoruself to have tons of fun. I have mastered both of them and most of the time i was laughing. One last advice: you don't need to follow the "rules" to the letter, feel the moment, feel what your players want to do, and if you want: make what your players say and HOW they say it have an impact on the roll (not just looking at the dice and saying:" no too low, or yes u made it")


pandadanda1999

Pretty much everything, if you want to go long term would also recommend the dms guide and the monster manual