IMO, "it's overdone" is usually a green flag for new players and DMs because there's a *reason* it's overdone. If you don't have a stronger opening in mind, never fear the obvious intro.
The PC scouts stealthily approach the firelit campsite. The party argues, unsure whether these are 'bad guys'. Over raucous laughter, the PCs overhear the group's leader say _"So, I'm kicking this puppy..."_
My first session I led them individually to a tavern in a giant boot, somehow they all left separately, I will be taking the “make them all know each other” into my next session 0.5 😂
@@BumblingJess Try having the tavern catch on fire from outside, & the encounter comes right to them: A few raiders creating a diversion while their cohorts make off with the townfolk's (& party's) belongings.
Mine started out in a prison in a cell together. The prison was attacked by one of my BBEGs generals looking for a specific thing. 2 of them were In there for good reason. 3 were wrong place, wrong time. Easy as.
@@ToonZ_1776 I once had everyone start in separate cells of a pirate base, that got split open by an explosion. Some rubble for improvised weapons, & one critically injured armed guard to loot. Then... all the other cells contained NPCs. After a quick draw contest to snatch the guard's weapon, deciding who else to free, was the first challenge.
I'm glad that he included the other half of the improv credo. "Yes, and..." alone, while it allows the players' agency, it take away from the DM'S agency. It is important to include "...No, but" as well.
@FoxItAll 32 players per week at my rate replaces my previous income. I plan games with the idea of an average 1 hr per player, which leaves me 8 hours (one hour per game) for prep time if I want to stick to a 40 hour week. The number of active players and games and number of people in each group changes every so often, so I apply my "single-game rule" of 1hr per player and number of players = expected hours of game to the overall plan. I have multiple games running in the same world from the same hook. forgotten realms uses icespire. my custom world Redhaven has a social hook or a combat hook, both leading to adventure in the first game, and a big bad that can be inserted as a world event or tied to either plot hook. cofd games all start similarly. Each game in a setting starts with the same pre-PC plot. So a lot of it for me is recycling the early sessions. Prep as games diverge more is easier now because I've built rapport with players and understanding their goals and motives and I'm using world elements I know well enough to adjust in real-time and understand how that will affect later choices and actions by keystone npcs. I also save all my old character sheets as potential keystones, or with permission, sheets from former players. Same principle, the more I already know and understand, the less time I have to spend on prepwork outside the specific session goals. I'm also the type to plan scenarios and consider possibilities and build new characters when I'm on a run or waiting in line or such, so I have a stream of new ideas to write down at all times. Lastly, when i can afford resources, I'll buy pre-made maps or other world elements that i would otherwise need to design. There are plenty of free resources as well. So yeah, that's the off-the-dome ramble I have about it. The TL;DR is your players only play in their own game, so recycle things when they make sense. Put time for yourself between games and have scheduled days off. Tangent point, but make sure you're doing it for the love of the game, because the odds of it making you Rich are pretty low. I live comfortably but don't exactly have casual spending money.
@FoxItAll apparently my very long reply didn't repost so here's the short version.. I plan for 32 players per week at 1hr of playtime each. Average Game time = # of players in hours. Four person game gets 4 hours, 3 get 3, etc. As long as you keep the pace moving, they get plenty done. My perfect world would be 8 games of 4 players, but I have some 2-3 player games and a 5 player as well 8 hours of prep time keeps you at 40 hours. I do 1 hr of prep per game per week officially, but my brain is always cooking on this stuff. Lastly, recycle worlds, characters, plots that have done well with other players. I have two campaigns starting in icespire peak, two started in my homebrew world Redhaven, and several world of darkness games. All of my games in a setting have a similar first few sessions where I can learn playstyles and anticipate future choices to develop the plot from what it would have been if no PCs existed to what it could be with their choices. Regarding irl v online, all of my games but one are run through discord. I put 30min between those games and an hour on either side of the one in-person game so the players there have time to pack out, decompress, and chatter as they're leaving, with time for me to still decompress between games. Hope this helps! Good luck on the journey!
@@bloementuintje9356 a professional dm is any dm that earns money from being a dm. two main variants: people who dm in front of a camara and earn money from the viewers, and people who are paid by the players to run the game
On snacking: GMing is often a task that takes a lot of computation in the head, mathematical or otherwise. Snacks are important because your brain uses a lot of calories, and eating a light snack (usually something that can be quickly digested and turned into energy, like peanut and chocolate) can help prevent post-session headaches that some GMs get. :)
Facts. I feel mentally drained after DMing (and sometimes while playing). A good snack, a comfortable chair, and maybe a beer are critical elements of DMing.
Good stuff! This is my advice for new DMs. 1) Have a session 0. Find out what kind of game you and your players want to play. Then make it happen. 2) Don't expect the players to care about your Lore. If they ask questions, then elaborate on it, but don't monolog. 3) Plan 1 session at a time, let the players dictate the story. You can have an over arcing story laid out, but be prepared to change your plans. Nothing will stop your players from coming back faster than taking away their agency and limiting their choices. 4) Keep encounters fresh. Use different monsters, add environmental effects, throw in a timer or a puzzle. Some players don't care about a story, they want to play a Game. Making good encounters will keep them coming back. 5) This isn't critical role. What I mean by this is don't expect too much from your players and temper their expectations of you. DnD is a board game to play with your friends. Laugh, make jokes, eat snacks, your not on a TV show, this is real Life. You don't need to do voices, you don't have to have actor level performances or production quality mintures and battle maps. Do what's fun for you and your friends. The second it starts feeling like work or too much pressure, take a break. No DnD is better than bad DnD.
@@nipahholiday9302 Plan that your players WILL go off-road. The advice that Deborah Ann Woll gave about Saving NPCs and Shops that the players didn't visit, and dropping them in later applies to pretty much everything in the game. Cities, Towns, Encounters with specific NPCs, Monsters, or villains, and battles. All of it can be dropped back in later if your players somehow manage to bypass it. At most you might have to change a name or two.
I found that some of my friend lack the confidence to actually say what they want to do, they were sort of expecting me to know what they'd enjoy and what to do for them to enjoy it. Then i figured out, it's partly my fault, for not prepping well enough, but the other part wasn't their fault, is was again my fault, for not engaging with them enough. Now i fear that i've gone on the other side of the spectrum and i just keep asking "What is your character feeling/thinking/doing/eating/farting" why did i write this? yes.
Critical Role is theater kid D&D, you don't have to play D&D like that, in fact I'd recommend not using them as the gold standard for TTRPG. Matt Mercer may be a good DM, but there are many out there far better than him.
I expect my players to care at least a little bit about the lore of the story that they're creating. Had my players do an infiltration mission in a noble's mansion trying to find dirt on them. They find some sketchy notes and books, don't read the two sentences of text on them and just move on. You can have a minimum expectancy for your players to at least contribute to the story.You're not a circus act trying to juggle to keep your player's attention, they're supposed to put in work as well.
You've got a hell of a way of putting this advice together! Something just feels way more professional than most other advice videos. Also thanks for the advice, I really needed it so I can help my friend with him trying Dm'ing
The Adventure Zone (first campaign) is GOAT. Only 69 episodes (nice) and the players are sort of learning as they play as well, so great for beginners.
At 27:36 he says that sometimes you are worried your players are just showing up just to be good friends. As a DM this was an insecurity I had a few months back, when we had to reschedule a few games. I was worried that maybe they werent making it a priority, and was worried they werent having fun. The session before that was kinda a let down, as we only had time for an hour, and so it wasnt a great session. The next session after that one was an amazing session. Probably the best session ive DM'd. This week all our our schedules worked, and the player that I was worried wasnt enjoying it, or was just showing up to be a good friend, He asked if we could do a session on Monday, and Tuesday. So I guess that inssecurity might have foundations, but they are not always correct, or concrete.
I have one player where she sits and reads her books while sitting around. She doesn't pay attention or engage. She does not actually care as she just tries to cast Spike Growth and when I explained to her how to turn undead she ignored it and went and swung a mace at a room full of them one at a time as I made it so the Spike Growth did not work. Until recently. She loves her romantic stories and they went into this large village. I developed romantic intrigue, rumors and even a potential love interest. She was fully engaged. Now if I can get her to pay attention during combat it may bring her out as a D&D player. Having a disinterest in combat is ok but not bothering to try and just doing the same thing over and over is going to get players killed because I will eventually make the enemies too smart for it to work. I have been playing D&D since 1982 and she is 100% the least involved player I have ever had. So the issue becomes, can you keep them engaged or was it a one off. My concern is in this case...............it will revert.
I 100% agree with changing a character build and/or backstory. If they feel like something isn't right or they feel like they've wasted a character level choice, LET THEM CHANGE IT. Especially if they are a newer player or they wanted to try something new or experiment but it didn't work the way they wanted or intended it to. They won't have bad feels because they made a bad choice a while ago.
Super thankful for this video. My first GM experience was running a oneshot twice, but with two different groups with very different approaches to the game and the story. This has led me to run a campaign (including session zero) for one of the groups next month. It's very encouraging to hear that it's OK to have a unique style of GMing and that I don't have to do all the things I'm either not a big fan of or not good at (yet). And that my players must have liked it if they keep coming back for more. Thank you.
Personally, when I first started DMing I thought I was ready, I felt ready, but I was not perfectly ready, and that's okay. You don't have to start good, you just need to learn, from your mistakes, from what you get right, and what you and your table find fun.
For the read the room one I'd also say speak with the room. Don't drive yourself to paranoia by assumptions. That 5-minute break maybe a chance to directly talk with a player about what they are needing or how they are feeling and how you're feeling. There are lists of different ways people engage with ttrpgs that can be useful during session zero and, especially for new players, as a recheck a few sessions in. Then you may learn that they'll get bored if you drop in puzzles, they want world lore to build their roleplaying around, they want to support scenes but not be the focus, or that your GM interests for play are incompatible with a particular player's interests (which is good to know early before it leads to campaign disappointment). I feel we can often feel we are reading peoples' body language better than we are, especially when looking for negatives.
The beginning of the video is actually great advice. If my players dont understand the plot hook hints, i just make the story intersect with them. Have a brawl between the 2 sides happen right in front of them, tell the story of the dragon at some fortune teller.... they dont like fortune tellers? Fine, they overhear it at the pub. Dont like pubs? Fine, a beggar, etc.
This is probably the best video of yours that I have seen so far. So many good points, some of which I already follow without really knowing that I do - much respect for your ability to put stuff into words! Thank you for that piece, I thoroughly enjoyed it.
That's about the best ending ever. It reminds me of how a lot of game sessions end. Sometimes real world considerations force game flow, and dealing with that is an important DM skill.
So I just started doing and realised that confidence is everything, like most things in life, I even tested running a campaign with unexperienced players and without no planning at all, all impro, homebrew and made up in the moment, and everyone had alot of fun, they even said it felt better than the starter set
Love your honesty in your videos. Specially in this one! Feel like we have similar views in many ways. ---> Just had a session one of my first full campaign and I am jumping strait to full homebrew world. Bit nervous but we took almost two months for character creation and I encouraged them to world build their home cities and places of interest as well as NPCs connected to them. One think that helps me to keep up and would recommend is that as I know I am not good at taking notes during game as a DM I asked my players if i can record our sessions (just plop down my phone with in build recorder - not a good quality but enough to give me the info I forgot).
Really good advice, totally agree! Over a year ago, it bit the bullet and started a game with 5 random strangers who keep coming back every week to play... That keeps me going.
Love seeing all of this advice in a longer, well made, video! Only small caveat I generally tell friends getting into it regarding actual play videos: Don't forget that ones like Dimension 20 and Critical Role are played by professional actors/comedians. That can set high expectations for DMs and players. Plus they're made with the goal of an audience, so it can have a different "feel". Not a bad thing! Just different.
Glad I was recommended this video. Probably the best summary I've seen giving advice to new DMs (as well as being a useful refresher and reminder for us not-so-new ones too!). My only challenge would be around the advice at the end with regard to watching, for example, EXU Calamity. I think that can lead to some fairly high expectations for a DM, as well as players. And I say that as a big CR fan. However, I've found watching some smaller streams more useful in improving my own DMing, as they feel a lot closer to my own table. But that's a small nitpick overall. Loved the video :)
You're blending two different tips on the Aabriya point. Not looking up a rule during play is great advice for new GMs, but placing cool story over rules is imo a horrible rule that leads to players frequently asking if they can do things, example: doing something as part of a standard action. This slows the game down. Firm rules allow players to build up expectation. When Aabriya GMs her game slows down to a snails pace which I find is generally okay to listen to, but horrible for players especially when there are 5+ players and especially when the GM isn't as skilled in evocative narration as Aabriya.
Normally, if a player wants to do something and the rules don't allow it, I have in the past allowed a newer player to do what they intend to do, but with the explicit caveat that it won't work like that again in the future. For example: a new player in their first session used Calm Emotions during combat. While she knew it makes the targets not want to foght, she didn't realise that the effect ended if they or any of their allies were harmed. I could've said, okay choose a different action/spell, but this would have taken extra time. So, in this instance I said if the targets fail, they are effectively stunned, but it won't work like this the next time you use it. This saved time in the moment, and she began to understand how it worked in later sessions.
I really don’t like Aabrias DM style. I love her as a player but the super slow paced style isn’t for me. She has some things I really enjoy like the „What you don’t see is …“-thingy. But overall it’s not for me …
my first campaign just had me jaw dropped because my players killed all my NPCs but needed this video!! i’m gonna run 2 one shots this saturday and i’m so excited, gonna try to apply these tips 😆😆
First and only time so far that I was GM (running 2 sessions of Kult), I was nervous. One big tip that doesn't sound big that I didcovered just by running a game was this: sit back and be quiet, sometimes. Don't be afraid to let your players theorise in character. Don't correct them if they're wrong, that's for the players to discover. Being quiet can be a powerful weapon in your arsenal at the right times. And it's a joy to watch them do this and get immersed in it all.
Amazing advise this is coming from someone who's been doing for quite a few years now and I love the last tip it. Having the players understand that the DM can make mistakes as well is important. I love when my players ask a question or an NPCs name that I don't have the answer too, and seeing them get excited that they stumped the DM gets them out of their comfort zones and starting to think more outside the box, since they realize that even if not written stuff can still happen regardless of what they try to do.
I haven't seen the whole video yet. But based on what I've seen so far, this video is so great. It offers a very good overview of all the tips that are available on the Internet and structures them so well that a beginner gets very good orientation. The tips are perfectly curated for beginners. Very strong video. Just what a beginner could use.
Been DMing 5+ years, currently in a completely homebrew world/metropolis with over 300 hours of play time, and I even found this video informative, well made, and all around useful. Cheers
What I’ve found most successful is instead of railroading or sandboxing you do what I call quest hubs where you lead them to a new settlement and find a way for them to get quests via a quest board or an innkeeper or maybe even tie it in with their shopping session where different shopkeepers offer rewards for quests and maybe they walk by people on the street who see them and tell them about opportunities.
i really liked this longer video and the way it’s structured and the advice that you gave:) also ik you can’t name drop every dnd youtuber but i wanted to mention that matthew colville also offers a lot of good general ttrpg advice for running the game regardless of edition or system if people want more perspectives:)
Great video, thanks! On a more personal note: Don't undersell yourself. You're a charismatic guy and a good content creator. I'm sure your campaigns are great fun ;)
In my experience the plothook bit is 50/50. For my most recent example, the party was aiding an organization intent on exposing the king as a demon worshiper. The leader of the organization said to them, verbatim, "The king has sent a young white dragon to attack a village that he thinks is harboring some of our people, but they aren't. As you are a 3rd party, I ask you go to defend these innocent people from the king's wrath" And what did my players do? Backtrack to the underdark (a 4 week journey) to find the minigoblin siblings they saved from a hook horror to adopt them. When they came back and the leader didn't trust them any more because they seemingly let the attack happen without intervention, one of the players said over-the-table "how were we supposed to know that was gonna happen?"
You set the hook but didn't set time parameters. Remember it's a game. Most players play video games that let you do side quests for weeks then return to main story without consequence. Give them a redemption quest to get back in good graces.
My place with Wizards of the Coast isn't anger. It's disappointment. I get that a business wants to make money. To the point that unless it's explicitly stated in the company bylaws it becomes illegal for a publicly traded company to NOT seek profit (Hasbro is HAS on the stock exchange). So yeah I get their stance. The issue is that the business people are in charge of the creative people. It's not about taking the products of the D&D team's creativity and then selling it to make money, it's about telling the D&D team what to make, and viewing the entire thing as a brand that they want to see go big like Marvel did. So instead of taking the products the creative people want to make and fit with the existing customer base, it's about forcing things like movies, clothing, and other merch to sell to people while ignoring the base product that created the brand to begin with. It sucks. I get it. But it sucks. Hell, I want the cool D&D Lego set and some of the other merch. The issue for me is that while dealing with those deals they've also let go large portions of the writers for the game, and have attempted to twist the previously established deal they had with their own community to make more money off the back of that community. It just sucks. Happily I've always been open to other games besides D&D. So if Wizards keeps messing up... I'll be fine with any number of other games in my library. But D&D is the entry point for many into this hobby, and I'd like to keep as many doors open for new people as possible.
My new version of "Yes, and...." is "Yes, and roll me a d20". The yes means they will be successful, the d20 is representing something else that happens or another situation it may have caused. 10 or higher and it is something positive, single digits it is something negative. Ruling Advantage or Disadvantage if the circumstances require.
Thx for the tips again! 5:15 I actually did exactly that, just because i had no source books (or patience to study them more than my actual studies). i made a one-shot for my DM that wanted to take a break and have some fun. Now, a few months later, i'm continuing that one-shot until we finish the campaign, and not just with the DM, but the rest of the group too. We're maybe 7-8 sessions in, there are 3 or 4 to go until the end, and it gave me the confidence to run a campaign in the "real worlds", without fear of a doing something against canon or against the rules. I told them this campaign we're having is on an island outside of time and space (i don't care, we're not in Kansas anymore kiddos), and we'll be having a large scale battle royal between 12 different crews, each between 5-15 crewmates, as the finale. Pray for me brothers. What have i gotten myself into. P.S. the crew are actually alternate versions of the PCs and some other people they met on the island. Yes they will be fighting alternate versions of themselves. Yes, i can't wait to ask the rogue if a 28 hits. Yes, i am in over my head. Yes, i did have Bahamut make a guest appearance, for the sake of a joke, now they fear he'll return. No i have no idea what im doing. AND YES, WE ARE HAVING FUN.
i personally think when you say that you can use the rule of cool less when you start learning the game better it is actually the other way a round. the more you know about the mechanics and the rules you have a better understanding what to allow and what is reasonable when using the rule of cool. :)
Is it weird that I watch videos like this as kind of a reminder and reaffirmation when I feel like I'm burning out on DnD? I've been running a game for over 4 years and it can get tiring sometimes lol.
Im finishing a 5 year campaign this Friday. My best advice for long-term campaign is to tell your players the ending from the get. Because what's actually fun is how we all get there.
That is some wild advice. I mentioned this to one of my players (who is also a DM), and he agreed. We think the fun comes from discovering what's really going on, as opposed to knowing it from the get-go
@@potterfanz6780 to each their own, works for my table. I'll simply add that knowing the ending leads to some "knowing the assignment" type roleplay, which has been the best way I've seen players forge their own paths in the world. This also doesn't mean they don't get surprised or anything. Just cuz they know how it ends, doesn't mean any of us know why or how it got there. Which, again, fleshing that out collectively is what's fun. In any case, your table your version of fun 😊
I can sort of see where this commenter is coming from… Sort of like My Hero Academia when the protagonist and narrator in Episode 1 says (paraphrasing of course), “This is the story of how I became the world’s greatest hero”. Another example is Final Fantasy 14 and their storytelling leading into most expansions: Heavensward; Nidhogg and the Dragonsong War. Stormblood; Xenos and the Garlean Empire. You can know who the big baddy is and know the overarching story too. It does detail the end in a way that is vague enough to have players returning and invested in the journey. I’d imagine that DM’s table likes the combat and/or the RP part more than the general story. But that’s me assuming. Still, this advice could be helpful… but definitely not for everyone. Just talk to your players and find out what they want. Build the game with their desires in mind. You want the game you’re all sharing to be fulfilling and purposeful for all.
@@drdrerigaming610 the great Dr. Dre, I'm honored 😂 You pretty much hit the nail on the head. The vague ending paraphrased at the beginning was "you guys become the gods that inadvertently destroy the world". And so, of course, the path to godhood is (for us) just some good ol RP (God politics) and combat. By the time my players were Gods using the epic level system (look it up, it's literally epic 😂 ), they had a whole lot of say on how certain things unfolded. My job as the DM was to take the fun they were having with these powers and weave it into a cataclysm. This cataclysm didn't click until like the final 5 sessions, and especially the penultimate session where they were now faced with the reality of it. Point is, there are infinite ways of running a table, and you definitely had a good sense of how I ran mine lol 😂
I’ll never forget when my uncle (who is a grognard) gave me my first DM advise of no girls at the table. I lament the history of these kinds of players and choices BUT love to see this generation of players and dms and all this input. :) ty for collecting this wisdom.
Love your content. Love it in longer form because it's very informative. But, please, pull back on the amount of ads. It feels relentless and really takes away from the enjoyment of watching your vids.
First time DM. I gave my players a "Go from point A to point B," main quest, but am really fleshing out what happens in between. Plots like hunting a bandit leader, participating in a festival when the ferry's closed, and fighting in an arena for glory have all happened along the way. I like to call this "One Piecing your Party," because Luffy and co.'s quest is finding the One Piece, but then there are whole arcs dedicated to stopping tyrants and defeating gods.
I'm not only a first-time dm, but first time in trpg, and dming for experienced players as well as new ones (4 PCs). I stupidly made a hole new world and campaing. I was so prepared for the first session, and the players loved it! At first this made me so happy, but now I'm freaking out bc I don't think I can keep the quality.. I feel like I was just lucky and now there are so many variants and npcs.. This video helped me, though. Thank you for that
awesome advices. As a DM for the last 3 years, I did the 'big world, scattered clues' mistake, I always liked the rule of cool, unless another player dislike the outcome of it. It can create a situation of unfairness when someone else sees his 'rule of cool' moment be put down because narratively, it makes less sense. It's all up to interpretation and THAT is what cause friction sometimes. BUT.... when you give the benefit of the rule of cool ot the game session, it always end up being a good time if everyone communicates well , DM & players ... and at the end of the day, bad rolls are ALSO subejct to the rule of cool. Failing catastrophically is ALSO very fun if you are ready for the consequences. Starkiller from The force unleashed comes to mind as an exemple of how a character can end up on the wrong side of the campaign if they are ready to role play their alignement and refrain from 'meta' justify their action. Redemption arc are as awesome as fall from graces. I'm runing Out of the Abyss for 3 players and I run 5 NPCs plus the other side NPCS, plus the narrative... and remeber everything... it can be overwhelming. Again, very good video and suggesitons.
The Dicemaiden is a new TH-cam content creator who is excellent and could use some love - honestly their videos have been some of the most helpful practical ones I’ve watched for crafting homebrews.
I also think that choosing the right time of adventure is important. And maybe choosing the right system I played 5e for years house ruling a lot until I finally understood that the system is just too loose and undefined
The pathfinder GM guide includes another alternative to yes and/no but. Yes, but… Essentially “you can try but there’s going to be a consequence to trying. It’s a nice way to not say no but imply to the player that what they’re trying is unlikely to work.
Very good video! I am not a first timer, but I haven't run a game in 20 or so years. Recently I ran my first game for my family and I consciously decided to have a very simple story in a very limited area (small town and one dungeon, the sewers). I aimed for about 3-4 hours for the whole game. It made things a lot simpler for me but also for my players who are all beginners in playing TTRPs Ah and I started in a tavern to have a familiar environment for the players and their characters to introduce themselves.
On allowing character changes. I'm currently running for one experienced, two totally new players, and two players who have played a few sessions but never anything above level 2 until now. Last session I asked the druid (one of the totally new players) if she wanted to change subclass, because I'd observed how she played and figured Stars might be more fun for her than Shepard, because she kept making magic stones or throwing them, and seemed a bit frustrated with running a summon and only throwing stones with her character. We tried it and she loved being a humanoid racoon (Mapach now, but she started as a human but then we changed her race after the first session to match her fantasy) who now shoots lasers from his eyes, and summons a beast or spikes, and she was a lot more engaged and happy in our last session, and quite excited afterwards. Same when the gun wielding rogue got changed into a gun wielding artificer after two sessions, as loud gun + stealth was not working out (and now he's goddamn Giff John Wick with a riot shield and flame thrower going to town on my poor monsters, and the rest of the party love him). 🤣 As much as I take the game serious in my prep and sessions, I want my players to first and foremost have a good time. I'll happily let them change stuff about their character if they're not vibing with it. I think me, the DM, being the groups optimizer also helps, because I really enjoy seeing a character concept expressed to the best of what the rules allow. We're sitting around talking and eating snacks and rolling dice for like 5-8 hours on a weekend, until we're basically falling asleep. I want that to be so fun that they want to keep doing that, especially with how difficult it is to get 6 adults in a room when only two of us work office hours! 🤓
I will add to the list of video games to take inspiration from: - Planescape: Torment - Baldur's Gate 1 and 2 - Icewind Dale 1 and 2 - Neverwinter Nights These are very old games and they are running much older editions of D&D - Icewind Dale 2 and Neverwinter Nights are based on 3e (not 3.5, base 3e), the others are based on 2e. They're also running with 1999ish graphics and game design concepts, so...they won't quite have the polish you might expect from a Baldur's Gate 3 playthrough....but Planescape Torment and Baldur's Gate 1 and 2 are among the best narrative experiences I've had in gaming, while also providing a fun and engaging gameplay experience. If you're at all into retro RPGs, these are games you're going to want to look into. (Also, the Enhanced Editions are pretty much rock steady on modernish computers, while themselves being old enough that you won't need a supercomputer to run them, so you should be able to avoid the horrible technical jank that comes part and parcel with retro PC gaming.) (Baldur's Gate: Siege of Dragonspear is a connective game between BG1 and BG2 that helps lead the games across the divide - their tones and antagonists are quite different and having a bit of connective tissue makes the switch less of a shock. That said, it's supposed to be a shock, and that middle bit doesn't really need filling in so much. So...get it if you want, it's good enough on its own merits, but...also don't assume you need it to understand the story, it was written as part of the Enhanced Edition work.)
Longer video is good! Videos that are carefully edited to be as short as possible but just long enough for The Algorithm are rarely good. My main suggestion, though - drop (or at least quieten) the music. For example, the music around 7mins isn't adding anything to mood or message, but personally I find it nails-on-blackboard grating. You're interesting, you don't need the background noise. EDIT: And now I have had chance to come back and watch the whole thing ... longer form is good. I know "10min for the algorithm" was once THE THING TO DO, but I love the amount you've put in here. This is good content. Thank you. And respectfully pointing us to other people's work? That's part of the spirit of the community that I admire. Good on you.
A big tip I never see mention is that if you don't have all the people you need/want to start a game, you'll be doing yourself a big favor by putting some proper thought into how to attract the kinds of players you want. I see DMs all the time on r/LFG putting up ads for their games that have close to nothing in them, barely a single detail about what they're like or what kinds of people/players they're hoping for. Some are even running homebrew settings and barely provide more than a blurb about what the world is like. A number of these poor folks keep reposting their ads without changing anything, wondering why nobody they like is biting when nobody can even vaguely tell who they're applying to play with.
This is a Great video! Some of that aside I could’ve used! Check out table top notch it’s another insanely good dm there. You’ll learn a lot. Skip to episode 15 or so if the the team “fighting” Is too much… then you’ll go back and watch the beginning anyways because the characters are COMPELLING.
Solid video, and really insightful for some less green gm. A thing I like to do with first time player is make a « built in » tutorial arc to the campaign of anywhere between 2 to 4 sessions. As a DM you can let the players know you'll tighten your grip on rules progressively and plan out when and how you will have proper hands on learning moments happening over those sessions, like maybe there will be no combat at all for the first 3 sessions, or whatever you like. But focusing each of those first sessions on one or two aspect of the game you can create more relaxed scenarios that can be used to create bonds between the characters before the adventure really start. It's also a great way to slowly dip the players toes into the lore pool and foreshaddow lightly some elements of the things to come.
It even says in the Dungeon Masters Guide that the guide is less a set of rules and more just guidelines. If the players don't have fun, then you'll soon find yourself without players :)
The video is great. Almost through it and I really enjoy the information. It’s not your fault but man, TH-cam is playing adds every 4 minutes. I’m 20 minutes in and I’ve had 5 ads play.
Great video! I will say as a DM myself I find myself having to push and talk way more than what would be considered "ideal" by others. My players are first time players and aren't the most comfortable with RP and don't talk with each other 'in game' very much, but that's okay! I don't necessarily WANT to be a spotlight type of DM, but with newer players you might have to be! :)
so I cam up with a plothook that is amazing but you'll need the right group for it. For maximum effect don't warn the players: Tell them that you're planning a game, where the center of the story family. Not nessesarily family as in blood bound but chosen family, close family ties. So the players need to create characters that have family ties or ties to friends they'd call family and vice versa. Let them flash out these characters they have very close ties to. Have them create character sheets for their closest family members that you tell them will level up with them. Best to not start the game at level 1 or any comparable powerlevel whatever system you're playing. Session 0: let the characters meet, get to know each other and start on a journey as a group. Session 1: Start out with a quest that looks level appropriate. Maybe a dungeon, maybe a small, young, dragon or other monster. Let your players go on and complete whatever benign quest you've given them but keep in mind: It will have a twist. At the climax of that adventure the tide turns. But not for the players. Maybe a big fucking dragon shows up. Maybe the majority of the bandits returns from a raid reinforcing the few left behind now in a fight with the players. Do not kill the player characters what so ever. You can knock them unconscious, you can have them fail death rolls. But never kill them. Cut to black (preferrably end the session on this cliffhanger). Session 2: "It's been 3 weeks, since the PCs ventured on their first quest. Surely they would've reported back, written their families, send some treasure back home... something, anything. But no, nothing. No word. That's when you decide to take up investigations, you need to find out what happened. Through gossip and initial questioning you learned of the other group members of your daughter/sister/brother/son/friend/husband/wife/whatever and you have set out to meet them in the town your loved ones were seen last. You meet in the Inn they stayed at to discuss findings and further action." This is where the game actually starts. Your players are invested to find out what happened exactly to their original characters, the new characters are inherently connected to each other by nessesity and motivated. You hand them the character sheets they made for their family members. I am eager to try this with my group once our current campaign is done. And yes, I know, this style of gameplay is not for everyone. get to know your players and their playstyle before you do this to a new group.
I started my first ever dm session never having played the game before...I started with Dragons of icespire peak and we are now 40 whole sessions in because the pre-made adventure managed to branch off into a massive campaign where the BBEG is a disgraced necromancer trying to turn the whole kingdom undead. Getting wild and honestly I fell in love with dming while I was prepping the very first session. But I became hooked when the first legend I wrote as a plot hook had my players telling me I should write fantasy novels lol
Being consistent is extremely important. When you make a ruling, try to rule that same way next time as well. This includes not changing rules on the fly. Knowing the rules is important. Winging it makes the combats empty when there is no risk. I disagree completely that the rules don't make the game - they are the game, and tell you how to resolve stuff. Without them, there is no game. The rules aren't the whole experience of playing the game, and I think that's what you mean (the rules aren't the fun part of playing). Prepping material for your players is not railroading. Railroading is making them solve challenges one way (yours). Session zero is always important, even for one shots. It doesn't have to be a session at all, it can be an email.
Oh, and one more thing - sandbox does not create player agency because you choose a direction. A sandbox game can still be a railroad when the DM makes you solve challenges their way and doesn't allow brainstorming.
Being comfy is such a critical tip! Speaking from experience, if I have to just sit there in a crappy chair with no food or something to drink, and DM for 4 hours (usually around dinner time), I will struggle to focus. DnD is a social gathering, not a job or performance, it must be enjoyed and it must be fun, or else why do it?
ok so understanding your world, and giving the players a place to live in that world at a level that they enjoy(as high level or in the weeds) as they want. Then you use a structure of trusted/untrusted/faction NPC's to hook/lure/order them into areas that you would like them to move into so you can pull from multiple modules or supplements to keep the story rolling. You don't need to keep the team on rails you just need to be mentally flexible enough to overlay the framework into multiple settings. Fake it till you make it.
A great story unfolds because of great players. An average dm can facilitate an amazing story if the players are on the same page. (A bad player can ruin the vibe completely)
My first time DMing I ran something entirely improved with baddies and puzzles. My second campaign was okay. My third (a module) was terrible. I am trying to convince my friends to let me have another shot.
The best actual play podcast in my opinion is Critical Hit by The Major Spoilers Network. Totally slept on, for real. This is absolutely the best group in actual play podcasting. Their D&D saga is absolutely epic (Rodrigo Lopez is an amazing GM) but they also play Cthulhu, Blades In The Dark, Urban Shadows, Pathfinder Weird Western, Starfinder, Fate Accelerated and more. They are an amazing group and I cannot stress how strongly I recommend Critical Hit by The Major Spoilers Network to anyone and everyone who even has a passing interest in great storytelling. Just my $0.02
I have only ever DM'ed. I've never been a PC for over 8 years. I have never even heard of the "three pillars" lol. I guess this clearly shows how much I care about the rules. At my table, it's "the rule of do stuff that could logically happen." RAW constantly gets things wrong from the real world, so I fix them and allow my players to fix them along the way.
If you find this video useful and want to see more, please consider joining the Bonus Action Patreon!: www.patreon.com/BonusAction157
IMO, "it's overdone" is usually a green flag for new players and DMs because there's a *reason* it's overdone. If you don't have a stronger opening in mind, never fear the obvious intro.
The PC scouts stealthily approach the firelit campsite.
The party argues, unsure whether these are 'bad guys'.
Over raucous laughter, the PCs overhear the group's leader say
_"So, I'm kicking this puppy..."_
My first session I led them individually to a tavern in a giant boot, somehow they all left separately, I will be taking the “make them all know each other” into my next session 0.5 😂
@@BumblingJess Try having the tavern catch on fire from outside, & the encounter comes right to them: A few raiders creating a diversion while their cohorts make off with the townfolk's (& party's) belongings.
Mine started out in a prison in a cell together. The prison was attacked by one of my BBEGs generals looking for a specific thing. 2 of them were In there for good reason. 3 were wrong place, wrong time. Easy as.
@@ToonZ_1776 I once had everyone start in separate cells of a pirate base, that got split open by an explosion. Some rubble for improvised weapons, & one critically injured armed guard to loot.
Then... all the other cells contained NPCs. After a quick draw contest to snatch the guard's weapon, deciding who else to free, was the first challenge.
I'm glad that he included the other half of the improv credo. "Yes, and..." alone, while it allows the players' agency, it take away from the DM'S agency. It is important to include "...No, but" as well.
Yea, everyone should get to say no to things, while also trying to accomplish good stuff!!
As a professional dm, these are not just beginner DM tips... these are good principles every single group could benefit from
I've been a permanent DM for 17+ years...I often think of going pro.
How many games do you juggle a week? Real world vs online?
@FoxItAll 32 players per week at my rate replaces my previous income. I plan games with the idea of an average 1 hr per player, which leaves me 8 hours (one hour per game) for prep time if I want to stick to a 40 hour week. The number of active players and games and number of people in each group changes every so often, so I apply my "single-game rule" of 1hr per player and number of players = expected hours of game to the overall plan.
I have multiple games running in the same world from the same hook. forgotten realms uses icespire. my custom world Redhaven has a social hook or a combat hook, both leading to adventure in the first game, and a big bad that can be inserted as a world event or tied to either plot hook. cofd games all start similarly. Each game in a setting starts with the same pre-PC plot. So a lot of it for me is recycling the early sessions. Prep as games diverge more is easier now because I've built rapport with players and understanding their goals and motives and I'm using world elements I know well enough to adjust in real-time and understand how that will affect later choices and actions by keystone npcs.
I also save all my old character sheets as potential keystones, or with permission, sheets from former players. Same principle, the more I already know and understand, the less time I have to spend on prepwork outside the specific session goals.
I'm also the type to plan scenarios and consider possibilities and build new characters when I'm on a run or waiting in line or such, so I have a stream of new ideas to write down at all times.
Lastly, when i can afford resources, I'll buy pre-made maps or other world elements that i would otherwise need to design. There are plenty of free resources as well.
So yeah, that's the off-the-dome ramble I have about it. The TL;DR is your players only play in their own game, so recycle things when they make sense. Put time for yourself between games and have scheduled days off.
Tangent point, but make sure you're doing it for the love of the game, because the odds of it making you Rich are pretty low. I live comfortably but don't exactly have casual spending money.
@FoxItAll apparently my very long reply didn't repost so here's the short version..
I plan for 32 players per week at 1hr of playtime each. Average Game time = # of players in hours. Four person game gets 4 hours, 3 get 3, etc. As long as you keep the pace moving, they get plenty done. My perfect world would be 8 games of 4 players, but I have some 2-3 player games and a 5 player as well
8 hours of prep time keeps you at 40 hours. I do 1 hr of prep per game per week officially, but my brain is always cooking on this stuff.
Lastly, recycle worlds, characters, plots that have done well with other players. I have two campaigns starting in icespire peak, two started in my homebrew world Redhaven, and several world of darkness games. All of my games in a setting have a similar first few sessions where I can learn playstyles and anticipate future choices to develop the plot from what it would have been if no PCs existed to what it could be with their choices.
Regarding irl v online, all of my games but one are run through discord. I put 30min between those games and an hour on either side of the one in-person game so the players there have time to pack out, decompress, and chatter as they're leaving, with time for me to still decompress between games.
Hope this helps! Good luck on the journey!
& what is a professional dm? Where is this ranking systems?
@@bloementuintje9356 a professional dm is any dm that earns money from being a dm. two main variants: people who dm in front of a camara and earn money from the viewers, and people who are paid by the players to run the game
On snacking: GMing is often a task that takes a lot of computation in the head, mathematical or otherwise. Snacks are important because your brain uses a lot of calories, and eating a light snack (usually something that can be quickly digested and turned into energy, like peanut and chocolate) can help prevent post-session headaches that some GMs get. :)
Facts. I feel mentally drained after DMing (and sometimes while playing). A good snack, a comfortable chair, and maybe a beer are critical elements of DMing.
Good stuff!
This is my advice for new DMs.
1) Have a session 0. Find out what kind of game you and your players want to play. Then make it happen.
2) Don't expect the players to care about your Lore. If they ask questions, then elaborate on it, but don't monolog.
3) Plan 1 session at a time, let the players dictate the story. You can have an over arcing story laid out, but be prepared to change your plans. Nothing will stop your players from coming back faster than taking away their agency and limiting their choices.
4) Keep encounters fresh. Use different monsters, add environmental effects, throw in a timer or a puzzle. Some players don't care about a story, they want to play a Game. Making good encounters will keep them coming back.
5) This isn't critical role. What I mean by this is don't expect too much from your players and temper their expectations of you. DnD is a board game to play with your friends. Laugh, make jokes, eat snacks, your not on a TV show, this is real Life. You don't need to do voices, you don't have to have actor level performances or production quality mintures and battle maps. Do what's fun for you and your friends. The second it starts feeling like work or too much pressure, take a break. No DnD is better than bad DnD.
6) don’t panic when your players start to go off-road for a bit.
@@nipahholiday9302 Plan that your players WILL go off-road. The advice that Deborah Ann Woll gave about Saving NPCs and Shops that the players didn't visit, and dropping them in later applies to pretty much everything in the game. Cities, Towns, Encounters with specific NPCs, Monsters, or villains, and battles. All of it can be dropped back in later if your players somehow manage to bypass it. At most you might have to change a name or two.
I found that some of my friend lack the confidence to actually say what they want to do, they were sort of expecting me to know what they'd enjoy and what to do for them to enjoy it. Then i figured out, it's partly my fault, for not prepping well enough, but the other part wasn't their fault, is was again my fault, for not engaging with them enough. Now i fear that i've gone on the other side of the spectrum and i just keep asking "What is your character feeling/thinking/doing/eating/farting"
why did i write this? yes.
Critical Role is theater kid D&D, you don't have to play D&D like that, in fact I'd recommend not using them as the gold standard for TTRPG. Matt Mercer may be a good DM, but there are many out there far better than him.
I expect my players to care at least a little bit about the lore of the story that they're creating. Had my players do an infiltration mission in a noble's mansion trying to find dirt on them. They find some sketchy notes and books, don't read the two sentences of text on them and just move on. You can have a minimum expectancy for your players to at least contribute to the story.You're not a circus act trying to juggle to keep your player's attention, they're supposed to put in work as well.
Can't speak for everyone but i like the long firm videos.
Same
Based high ridge count brain.
Same. I prefer them to short form most of the time.
Long firm videos…yum😋
Eyyy yoooo. Long and firm?
You've got a hell of a way of putting this advice together! Something just feels way more professional than most other advice videos. Also thanks for the advice, I really needed it so I can help my friend with him trying Dm'ing
The Adventure Zone (first campaign) is GOAT. Only 69 episodes (nice) and the players are sort of learning as they play as well, so great for beginners.
Very good video! Dont apologize for taking the time to explain everything properly and it ending up being a longer video, 30 minutes is perfect :)
I'm currently watching an 8 hour video about an indie videogame, I'm fine with a video being 40 minutes over 20 or 30
At 27:36 he says that sometimes you are worried your players are just showing up just to be good friends. As a DM this was an insecurity I had a few months back, when we had to reschedule a few games. I was worried that maybe they werent making it a priority, and was worried they werent having fun. The session before that was kinda a let down, as we only had time for an hour, and so it wasnt a great session. The next session after that one was an amazing session. Probably the best session ive DM'd. This week all our our schedules worked, and the player that I was worried wasnt enjoying it, or was just showing up to be a good friend, He asked if we could do a session on Monday, and Tuesday. So I guess that inssecurity might have foundations, but they are not always correct, or concrete.
I have one player where she sits and reads her books while sitting around. She doesn't pay attention or engage. She does not actually care as she just tries to cast Spike Growth and when I explained to her how to turn undead she ignored it and went and swung a mace at a room full of them one at a time as I made it so the Spike Growth did not work. Until recently. She loves her romantic stories and they went into this large village. I developed romantic intrigue, rumors and even a potential love interest. She was fully engaged. Now if I can get her to pay attention during combat it may bring her out as a D&D player. Having a disinterest in combat is ok but not bothering to try and just doing the same thing over and over is going to get players killed because I will eventually make the enemies too smart for it to work. I have been playing D&D since 1982 and she is 100% the least involved player I have ever had. So the issue becomes, can you keep them engaged or was it a one off. My concern is in this case...............it will revert.
I 100% agree with changing a character build and/or backstory. If they feel like something isn't right or they feel like they've wasted a character level choice, LET THEM CHANGE IT. Especially if they are a newer player or they wanted to try something new or experiment but it didn't work the way they wanted or intended it to. They won't have bad feels because they made a bad choice a while ago.
Super thankful for this video. My first GM experience was running a oneshot twice, but with two different groups with very different approaches to the game and the story. This has led me to run a campaign (including session zero) for one of the groups next month. It's very encouraging to hear that it's OK to have a unique style of GMing and that I don't have to do all the things I'm either not a big fan of or not good at (yet). And that my players must have liked it if they keep coming back for more. Thank you.
Personally, when I first started DMing I thought I was ready, I felt ready, but I was not perfectly ready, and that's okay. You don't have to start good, you just need to learn, from your mistakes, from what you get right, and what you and your table find fun.
Holy cow this video is amazing. As someone gearing up to DM their first campain there is so much fantastic advice in this video.
5 minutes in and you already gave me advice for starting my next campaign. Freaking huge help! Thanks!
For the read the room one I'd also say speak with the room. Don't drive yourself to paranoia by assumptions. That 5-minute break maybe a chance to directly talk with a player about what they are needing or how they are feeling and how you're feeling. There are lists of different ways people engage with ttrpgs that can be useful during session zero and, especially for new players, as a recheck a few sessions in. Then you may learn that they'll get bored if you drop in puzzles, they want world lore to build their roleplaying around, they want to support scenes but not be the focus, or that your GM interests for play are incompatible with a particular player's interests (which is good to know early before it leads to campaign disappointment). I feel we can often feel we are reading peoples' body language better than we are, especially when looking for negatives.
The beginning of the video is actually great advice. If my players dont understand the plot hook hints, i just make the story intersect with them. Have a brawl between the 2 sides happen right in front of them, tell the story of the dragon at some fortune teller.... they dont like fortune tellers? Fine, they overhear it at the pub. Dont like pubs? Fine, a beggar, etc.
This is a great compilation. Really well curated advice! 💛
The structure of this video is impeccable, you did great 👍
Holy shit, i lead my first one shot tomorrow and bought Curse of Strahd, this is so life-safing!
All the best and have a great time - being the DM can be funny as hell :D
Good luck and have fun!
The quality of your work is consistently so high! Glad to see a long-form release from you.
Yes! Thanks for this. I def have imposter syndrome but my players keep coming back and your point about that was spot on!
This is probably the best video of yours that I have seen so far. So many good points, some of which I already follow without really knowing that I do - much respect for your ability to put stuff into words! Thank you for that piece, I thoroughly enjoyed it.
That's about the best ending ever. It reminds me of how a lot of game sessions end. Sometimes real world considerations force game flow, and dealing with that is an important DM skill.
So I just started doing and realised that confidence is everything, like most things in life, I even tested running a campaign with unexperienced players and without no planning at all, all impro, homebrew and made up in the moment, and everyone had alot of fun, they even said it felt better than the starter set
Masterpiece video. Best one you've made, and obviously put a lot of work into it. I also like the long form videos to watch on my lunch break
This is petty good. I love the longer video, and much more serous than most dnd videos.
Love your honesty in your videos. Specially in this one! Feel like we have similar views in many ways. ---> Just had a session one of my first full campaign and I am jumping strait to full homebrew world. Bit nervous but we took almost two months for character creation and I encouraged them to world build their home cities and places of interest as well as NPCs connected to them.
One think that helps me to keep up and would recommend is that as I know I am not good at taking notes during game as a DM I asked my players if i can record our sessions (just plop down my phone with in build recorder - not a good quality but enough to give me the info I forgot).
Love long form videos 1hr to 4hrs. Love it!
Really good advice, totally agree!
Over a year ago, it bit the bullet and started a game with 5 random strangers who keep coming back every week to play... That keeps me going.
Love seeing all of this advice in a longer, well made, video!
Only small caveat I generally tell friends getting into it regarding actual play videos:
Don't forget that ones like Dimension 20 and Critical Role are played by professional actors/comedians. That can set high expectations for DMs and players. Plus they're made with the goal of an audience, so it can have a different "feel". Not a bad thing! Just different.
Glad I was recommended this video. Probably the best summary I've seen giving advice to new DMs (as well as being a useful refresher and reminder for us not-so-new ones too!). My only challenge would be around the advice at the end with regard to watching, for example, EXU Calamity. I think that can lead to some fairly high expectations for a DM, as well as players. And I say that as a big CR fan. However, I've found watching some smaller streams more useful in improving my own DMing, as they feel a lot closer to my own table. But that's a small nitpick overall. Loved the video :)
I would like to cast Encouragement as a bonus action! You should add your channel to the list of great new D&D TH-camrs
You're blending two different tips on the Aabriya point. Not looking up a rule during play is great advice for new GMs, but placing cool story over rules is imo a horrible rule that leads to players frequently asking if they can do things, example: doing something as part of a standard action. This slows the game down. Firm rules allow players to build up expectation. When Aabriya GMs her game slows down to a snails pace which I find is generally okay to listen to, but horrible for players especially when there are 5+ players and especially when the GM isn't as skilled in evocative narration as Aabriya.
Normally, if a player wants to do something and the rules don't allow it, I have in the past allowed a newer player to do what they intend to do, but with the explicit caveat that it won't work like that again in the future.
For example: a new player in their first session used Calm Emotions during combat. While she knew it makes the targets not want to foght, she didn't realise that the effect ended if they or any of their allies were harmed. I could've said, okay choose a different action/spell, but this would have taken extra time. So, in this instance I said if the targets fail, they are effectively stunned, but it won't work like this the next time you use it. This saved time in the moment, and she began to understand how it worked in later sessions.
@@Sambrostar I 100% agree with you, BUT I don’t think you’re doing it for rule of cool, which is the philosophy I hate.
I really don’t like Aabrias DM style. I love her as a player but the super slow paced style isn’t for me. She has some things I really enjoy like the „What you don’t see is …“-thingy. But overall it’s not for me …
my first campaign just had me jaw dropped because my players killed all my NPCs but needed this video!! i’m gonna run 2 one shots this saturday and i’m so excited, gonna try to apply these tips 😆😆
First and only time so far that I was GM (running 2 sessions of Kult), I was nervous. One big tip that doesn't sound big that I didcovered just by running a game was this: sit back and be quiet, sometimes.
Don't be afraid to let your players theorise in character. Don't correct them if they're wrong, that's for the players to discover. Being quiet can be a powerful weapon in your arsenal at the right times. And it's a joy to watch them do this and get immersed in it all.
Amazing advise this is coming from someone who's been doing for quite a few years now and I love the last tip it. Having the players understand that the DM can make mistakes as well is important. I love when my players ask a question or an NPCs name that I don't have the answer too, and seeing them get excited that they stumped the DM gets them out of their comfort zones and starting to think more outside the box, since they realize that even if not written stuff can still happen regardless of what they try to do.
I haven't seen the whole video yet. But based on what I've seen so far, this video is so great. It offers a very good overview of all the tips that are available on the Internet and structures them so well that a beginner gets very good orientation.
The tips are perfectly curated for beginners.
Very strong video. Just what a beginner could use.
This is awesome. I'm running my first campaign next week!! Awesome timing
me too, i couldn't believe the video timing
Me too, i needed some advice and can't believe my luck.
Good luck! Hope all of you have fun!
Been DMing 5+ years, currently in a completely homebrew world/metropolis with over 300 hours of play time, and I even found this video informative, well made, and all around useful. Cheers
Thanks!
Reverse psychology worked, i have to comment about it now...keep up the great work!
What I’ve found most successful is instead of railroading or sandboxing you do what I call quest hubs where you lead them to a new settlement and find a way for them to get quests via a quest board or an innkeeper or maybe even tie it in with their shopping session where different shopkeepers offer rewards for quests and maybe they walk by people on the street who see them and tell them about opportunities.
i really liked this longer video and the way it’s structured and the advice that you gave:) also ik you can’t name drop every dnd youtuber but i wanted to mention that matthew colville also offers a lot of good general ttrpg advice for running the game regardless of edition or system if people want more perspectives:)
Great video, thanks!
On a more personal note: Don't undersell yourself. You're a charismatic guy and a good content creator. I'm sure your campaigns are great fun ;)
Very important video. I am GMing for 11Years now and I just needed to hear this.
I enjoy the long form videos and prefer them. Subscribed. ❤
In my experience the plothook bit is 50/50. For my most recent example, the party was aiding an organization intent on exposing the king as a demon worshiper. The leader of the organization said to them, verbatim, "The king has sent a young white dragon to attack a village that he thinks is harboring some of our people, but they aren't. As you are a 3rd party, I ask you go to defend these innocent people from the king's wrath"
And what did my players do? Backtrack to the underdark (a 4 week journey) to find the minigoblin siblings they saved from a hook horror to adopt them. When they came back and the leader didn't trust them any more because they seemingly let the attack happen without intervention, one of the players said over-the-table "how were we supposed to know that was gonna happen?"
You set the hook but didn't set time parameters. Remember it's a game. Most players play video games that let you do side quests for weeks then return to main story without consequence. Give them a redemption quest to get back in good graces.
My place with Wizards of the Coast isn't anger. It's disappointment. I get that a business wants to make money. To the point that unless it's explicitly stated in the company bylaws it becomes illegal for a publicly traded company to NOT seek profit (Hasbro is HAS on the stock exchange). So yeah I get their stance. The issue is that the business people are in charge of the creative people. It's not about taking the products of the D&D team's creativity and then selling it to make money, it's about telling the D&D team what to make, and viewing the entire thing as a brand that they want to see go big like Marvel did. So instead of taking the products the creative people want to make and fit with the existing customer base, it's about forcing things like movies, clothing, and other merch to sell to people while ignoring the base product that created the brand to begin with.
It sucks. I get it. But it sucks. Hell, I want the cool D&D Lego set and some of the other merch. The issue for me is that while dealing with those deals they've also let go large portions of the writers for the game, and have attempted to twist the previously established deal they had with their own community to make more money off the back of that community. It just sucks.
Happily I've always been open to other games besides D&D. So if Wizards keeps messing up... I'll be fine with any number of other games in my library. But D&D is the entry point for many into this hobby, and I'd like to keep as many doors open for new people as possible.
"...complicated skill tree..."
(Immediately shows a glimpse of the skill tree in Path of Exile)
Well you're not wrong 😂
My new version of "Yes, and...." is "Yes, and roll me a d20". The yes means they will be successful, the d20 is representing something else that happens or another situation it may have caused. 10 or higher and it is something positive, single digits it is something negative. Ruling Advantage or Disadvantage if the circumstances require.
perfect video to have popped up as I'm about to start dming
Thx for the tips again!
5:15 I actually did exactly that, just because i had no source books (or patience to study them more than my actual studies). i made a one-shot for my DM that wanted to take a break and have some fun.
Now, a few months later, i'm continuing that one-shot until we finish the campaign, and not just with the DM, but the rest of the group too.
We're maybe 7-8 sessions in, there are 3 or 4 to go until the end, and it gave me the confidence to run a campaign in the "real worlds", without fear of a doing something against canon or against the rules.
I told them this campaign we're having is on an island outside of time and space (i don't care, we're not in Kansas anymore kiddos), and we'll be having a large scale battle royal between 12 different crews, each between 5-15 crewmates, as the finale. Pray for me brothers. What have i gotten myself into.
P.S. the crew are actually alternate versions of the PCs and some other people they met on the island. Yes they will be fighting alternate versions of themselves. Yes, i can't wait to ask the rogue if a 28 hits. Yes, i am in over my head. Yes, i did have Bahamut make a guest appearance, for the sake of a joke, now they fear he'll return. No i have no idea what im doing. AND YES, WE ARE HAVING FUN.
i personally think when you say that you can use the rule of cool less when you start learning the game better it is actually the other way a round. the more you know about the mechanics and the rules you have a better understanding what to allow and what is reasonable when using the rule of cool. :)
Found this super helpful thank you and I enjoyed the longer in depth video.
I personally do a linear campaign with the odd point of pick what you wanna do next
Is it weird that I watch videos like this as kind of a reminder and reaffirmation when I feel like I'm burning out on DnD? I've been running a game for over 4 years and it can get tiring sometimes lol.
You wanted to give us SO MUCH amazing, high-quality content that your camera overheated? How dare you.
Im finishing a 5 year campaign this Friday. My best advice for long-term campaign is to tell your players the ending from the get. Because what's actually fun is how we all get there.
That is some wild advice. I mentioned this to one of my players (who is also a DM), and he agreed. We think the fun comes from discovering what's really going on, as opposed to knowing it from the get-go
@@potterfanz6780 to each their own, works for my table. I'll simply add that knowing the ending leads to some "knowing the assignment" type roleplay, which has been the best way I've seen players forge their own paths in the world.
This also doesn't mean they don't get surprised or anything. Just cuz they know how it ends, doesn't mean any of us know why or how it got there. Which, again, fleshing that out collectively is what's fun.
In any case, your table your version of fun 😊
I can sort of see where this commenter is coming from… Sort of like My Hero Academia when the protagonist and narrator in Episode 1 says (paraphrasing of course), “This is the story of how I became the world’s greatest hero”. Another example is Final Fantasy 14 and their storytelling leading into most expansions:
Heavensward; Nidhogg and the Dragonsong War.
Stormblood; Xenos and the Garlean Empire.
You can know who the big baddy is and know the overarching story too. It does detail the end in a way that is vague enough to have players returning and invested in the journey. I’d imagine that DM’s table likes the combat and/or the RP part more than the general story. But that’s me assuming. Still, this advice could be helpful… but definitely not for everyone. Just talk to your players and find out what they want. Build the game with their desires in mind. You want the game you’re all sharing to be fulfilling and purposeful for all.
@@drdrerigaming610 the great Dr. Dre, I'm honored 😂
You pretty much hit the nail on the head. The vague ending paraphrased at the beginning was "you guys become the gods that inadvertently destroy the world". And so, of course, the path to godhood is (for us) just some good ol RP (God politics) and combat.
By the time my players were Gods using the epic level system (look it up, it's literally epic 😂 ), they had a whole lot of say on how certain things unfolded. My job as the DM was to take the fun they were having with these powers and weave it into a cataclysm. This cataclysm didn't click until like the final 5 sessions, and especially the penultimate session where they were now faced with the reality of it.
Point is, there are infinite ways of running a table, and you definitely had a good sense of how I ran mine lol 😂
I’ll never forget when my uncle (who is a grognard) gave me my first DM advise of no girls at the table. I lament the history of these kinds of players and choices BUT love to see this generation of players and dms and all this input. :) ty for collecting this wisdom.
Love your content. Love it in longer form because it's very informative. But, please, pull back on the amount of ads. It feels relentless and really takes away from the enjoyment of watching your vids.
First time DM. I gave my players a "Go from point A to point B," main quest, but am really fleshing out what happens in between. Plots like hunting a bandit leader, participating in a festival when the ferry's closed, and fighting in an arena for glory have all happened along the way.
I like to call this "One Piecing your Party," because Luffy and co.'s quest is finding the One Piece, but then there are whole arcs dedicated to stopping tyrants and defeating gods.
I'm not only a first-time dm, but first time in trpg, and dming for experienced players as well as new ones (4 PCs). I stupidly made a hole new world and campaing. I was so prepared for the first session, and the players loved it! At first this made me so happy, but now I'm freaking out bc I don't think I can keep the quality.. I feel like I was just lucky and now there are so many variants and npcs.. This video helped me, though. Thank you for that
awesome advices.
As a DM for the last 3 years,
I did the 'big world, scattered clues' mistake,
I always liked the rule of cool, unless another player dislike the outcome of it. It can create a situation of unfairness when someone else sees his 'rule of cool' moment be put down because narratively, it makes less sense. It's all up to interpretation and THAT is what cause friction sometimes.
BUT.... when you give the benefit of the rule of cool ot the game session, it always end up being a good time if everyone communicates well , DM & players ... and at the end of the day, bad rolls are ALSO subejct to the rule of cool. Failing catastrophically is ALSO very fun if you are ready for the consequences.
Starkiller from The force unleashed comes to mind as an exemple of how a character can end up on the wrong side of the campaign if they are ready to role play their alignement and refrain from 'meta' justify their action. Redemption arc are as awesome as fall from graces.
I'm runing Out of the Abyss for 3 players and I run 5 NPCs plus the other side NPCS, plus the narrative... and remeber everything... it can be overwhelming.
Again, very good video and suggesitons.
The Dicemaiden is a new TH-cam content creator who is excellent and could use some love - honestly their videos have been some of the most helpful practical ones I’ve watched for crafting homebrews.
I also think that choosing the right time of adventure is important.
And maybe choosing the right system I played 5e for years house ruling a lot until I finally understood that the system is just too loose and undefined
The pathfinder GM guide includes another alternative to yes and/no but. Yes, but… Essentially “you can try but there’s going to be a consequence to trying. It’s a nice way to not say no but imply to the player that what they’re trying is unlikely to work.
Very good video! I am not a first timer, but I haven't run a game in 20 or so years. Recently I ran my first game for my family and I consciously decided to have a very simple story in a very limited area (small town and one dungeon, the sewers). I aimed for about 3-4 hours for the whole game. It made things a lot simpler for me but also for my players who are all beginners in playing TTRPs Ah and I started in a tavern to have a familiar environment for the players and their characters to introduce themselves.
On allowing character changes. I'm currently running for one experienced, two totally new players, and two players who have played a few sessions but never anything above level 2 until now.
Last session I asked the druid (one of the totally new players) if she wanted to change subclass, because I'd observed how she played and figured Stars might be more fun for her than Shepard, because she kept making magic stones or throwing them, and seemed a bit frustrated with running a summon and only throwing stones with her character.
We tried it and she loved being a humanoid racoon (Mapach now, but she started as a human but then we changed her race after the first session to match her fantasy) who now shoots lasers from his eyes, and summons a beast or spikes, and she was a lot more engaged and happy in our last session, and quite excited afterwards.
Same when the gun wielding rogue got changed into a gun wielding artificer after two sessions, as loud gun + stealth was not working out (and now he's goddamn Giff John Wick with a riot shield and flame thrower going to town on my poor monsters, and the rest of the party love him). 🤣
As much as I take the game serious in my prep and sessions, I want my players to first and foremost have a good time. I'll happily let them change stuff about their character if they're not vibing with it. I think me, the DM, being the groups optimizer also helps, because I really enjoy seeing a character concept expressed to the best of what the rules allow.
We're sitting around talking and eating snacks and rolling dice for like 5-8 hours on a weekend, until we're basically falling asleep. I want that to be so fun that they want to keep doing that, especially with how difficult it is to get 6 adults in a room when only two of us work office hours! 🤓
I will add to the list of video games to take inspiration from:
- Planescape: Torment
- Baldur's Gate 1 and 2
- Icewind Dale 1 and 2
- Neverwinter Nights
These are very old games and they are running much older editions of D&D - Icewind Dale 2 and Neverwinter Nights are based on 3e (not 3.5, base 3e), the others are based on 2e. They're also running with 1999ish graphics and game design concepts, so...they won't quite have the polish you might expect from a Baldur's Gate 3 playthrough....but Planescape Torment and Baldur's Gate 1 and 2 are among the best narrative experiences I've had in gaming, while also providing a fun and engaging gameplay experience. If you're at all into retro RPGs, these are games you're going to want to look into. (Also, the Enhanced Editions are pretty much rock steady on modernish computers, while themselves being old enough that you won't need a supercomputer to run them, so you should be able to avoid the horrible technical jank that comes part and parcel with retro PC gaming.)
(Baldur's Gate: Siege of Dragonspear is a connective game between BG1 and BG2 that helps lead the games across the divide - their tones and antagonists are quite different and having a bit of connective tissue makes the switch less of a shock. That said, it's supposed to be a shock, and that middle bit doesn't really need filling in so much. So...get it if you want, it's good enough on its own merits, but...also don't assume you need it to understand the story, it was written as part of the Enhanced Edition work.)
Longer video is good! Videos that are carefully edited to be as short as possible but just long enough for The Algorithm are rarely good.
My main suggestion, though - drop (or at least quieten) the music. For example, the music around 7mins isn't adding anything to mood or message, but personally I find it nails-on-blackboard grating. You're interesting, you don't need the background noise.
EDIT: And now I have had chance to come back and watch the whole thing ... longer form is good. I know "10min for the algorithm" was once THE THING TO DO, but I love the amount you've put in here.
This is good content. Thank you.
And respectfully pointing us to other people's work? That's part of the spirit of the community that I admire. Good on you.
A big tip I never see mention is that if you don't have all the people you need/want to start a game, you'll be doing yourself a big favor by putting some proper thought into how to attract the kinds of players you want. I see DMs all the time on r/LFG putting up ads for their games that have close to nothing in them, barely a single detail about what they're like or what kinds of people/players they're hoping for. Some are even running homebrew settings and barely provide more than a blurb about what the world is like. A number of these poor folks keep reposting their ads without changing anything, wondering why nobody they like is biting when nobody can even vaguely tell who they're applying to play with.
This is a Great video! Some of that aside I could’ve used! Check out table top notch it’s another insanely good dm there. You’ll learn a lot. Skip to episode 15 or so if the the team “fighting” Is too much… then you’ll go back and watch the beginning anyways because the characters are COMPELLING.
Solid video, and really insightful for some less green gm.
A thing I like to do with first time player is make a « built in » tutorial arc to the campaign of anywhere between 2 to 4 sessions. As a DM you can let the players know you'll tighten your grip on rules progressively and plan out when and how you will have proper hands on learning moments happening over those sessions, like maybe there will be no combat at all for the first 3 sessions, or whatever you like. But focusing each of those first sessions on one or two aspect of the game you can create more relaxed scenarios that can be used to create bonds between the characters before the adventure really start. It's also a great way to slowly dip the players toes into the lore pool and foreshaddow lightly some elements of the things to come.
Starting location…. The city center square with the royal crier announcing bounties for low level xyz
It even says in the Dungeon Masters Guide that the guide is less a set of rules and more just guidelines. If the players don't have fun, then you'll soon find yourself without players :)
The video is great. Almost through it and I really enjoy the information. It’s not your fault but man, TH-cam is playing adds every 4 minutes. I’m 20 minutes in and I’ve had 5 ads play.
I think to keep in mind is that choosing a system is extremely important.
5e is not for everyone. Other systems may fit you and your group better.
Great video! I will say as a DM myself I find myself having to push and talk way more than what would be considered "ideal" by others. My players are first time players and aren't the most comfortable with RP and don't talk with each other 'in game' very much, but that's okay! I don't necessarily WANT to be a spotlight type of DM, but with newer players you might have to be! :)
so I cam up with a plothook that is amazing but you'll need the right group for it. For maximum effect don't warn the players:
Tell them that you're planning a game, where the center of the story family. Not nessesarily family as in blood bound but chosen family, close family ties. So the players need to create characters that have family ties or ties to friends they'd call family and vice versa. Let them flash out these characters they have very close ties to. Have them create character sheets for their closest family members that you tell them will level up with them. Best to not start the game at level 1 or any comparable powerlevel whatever system you're playing.
Session 0: let the characters meet, get to know each other and start on a journey as a group.
Session 1: Start out with a quest that looks level appropriate. Maybe a dungeon, maybe a small, young, dragon or other monster.
Let your players go on and complete whatever benign quest you've given them but keep in mind: It will have a twist. At the climax of that adventure the tide turns. But not for the players. Maybe a big fucking dragon shows up. Maybe the majority of the bandits returns from a raid reinforcing the few left behind now in a fight with the players.
Do not kill the player characters what so ever. You can knock them unconscious, you can have them fail death rolls. But never kill them. Cut to black (preferrably end the session on this cliffhanger).
Session 2: "It's been 3 weeks, since the PCs ventured on their first quest. Surely they would've reported back, written their families, send some treasure back home... something, anything. But no, nothing. No word. That's when you decide to take up investigations, you need to find out what happened. Through gossip and initial questioning you learned of the other group members of your daughter/sister/brother/son/friend/husband/wife/whatever and you have set out to meet them in the town your loved ones were seen last. You meet in the Inn they stayed at to discuss findings and further action."
This is where the game actually starts. Your players are invested to find out what happened exactly to their original characters, the new characters are inherently connected to each other by nessesity and motivated. You hand them the character sheets they made for their family members.
I am eager to try this with my group once our current campaign is done.
And yes, I know, this style of gameplay is not for everyone. get to know your players and their playstyle before you do this to a new group.
I started my first ever dm session never having played the game before...I started with Dragons of icespire peak and we are now 40 whole sessions in because the pre-made adventure managed to branch off into a massive campaign where the BBEG is a disgraced necromancer trying to turn the whole kingdom undead. Getting wild and honestly I fell in love with dming while I was prepping the very first session. But I became hooked when the first legend I wrote as a plot hook had my players telling me I should write fantasy novels lol
Great Video! Thank you so much for this
Use the tropes to your advantage! If you use the tropes in the beginning, the subversion of them is more impactful later on!
Being consistent is extremely important. When you make a ruling, try to rule that same way next time as well. This includes not changing rules on the fly. Knowing the rules is important. Winging it makes the combats empty when there is no risk.
I disagree completely that the rules don't make the game - they are the game, and tell you how to resolve stuff. Without them, there is no game. The rules aren't the whole experience of playing the game, and I think that's what you mean (the rules aren't the fun part of playing).
Prepping material for your players is not railroading. Railroading is making them solve challenges one way (yours).
Session zero is always important, even for one shots. It doesn't have to be a session at all, it can be an email.
Oh, and one more thing - sandbox does not create player agency because you choose a direction. A sandbox game can still be a railroad when the DM makes you solve challenges their way and doesn't allow brainstorming.
thx very helpful
I'm really enjoying your videos. Thanks!
The "Yes And" rule can destroy tables and games. use it wisely
Yes. Aaaand?
@@adwadswadsda8458 😂
That means u didnt use the no, but variant enough
Being comfy is such a critical tip! Speaking from experience, if I have to just sit there in a crappy chair with no food or something to drink, and DM for 4 hours (usually around dinner time), I will struggle to focus. DnD is a social gathering, not a job or performance, it must be enjoyed and it must be fun, or else why do it?
ok so understanding your world, and giving the players a place to live in that world at a level that they enjoy(as high level or in the weeds) as they want. Then you use a structure of trusted/untrusted/faction NPC's to hook/lure/order them into areas that you would like them to move into so you can pull from multiple modules or supplements to keep the story rolling. You don't need to keep the team on rails you just need to be mentally flexible enough to overlay the framework into multiple settings. Fake it till you make it.
I would argue that "World of Io - Ioverse" videos are a MUCH better way to see how actual games run. They're actual players, not actors.
High quality video 👌🏼
A great story unfolds because of great players. An average dm can facilitate an amazing story if the players are on the same page. (A bad player can ruin the vibe completely)
I am so in love with being a DM that I find myself bored as a player, which in turn makes me a ADHD type DM…
My first time DMing I ran something entirely improved with baddies and puzzles. My second campaign was okay. My third (a module) was terrible. I am trying to convince my friends to let me have another shot.
Really enjoyed this and Calamity is amazing!!!
The best actual play podcast in my opinion is Critical Hit by The Major Spoilers Network. Totally slept on, for real. This is absolutely the best group in actual play podcasting. Their D&D saga is absolutely epic (Rodrigo Lopez is an amazing GM) but they also play Cthulhu, Blades In The Dark, Urban Shadows, Pathfinder Weird Western, Starfinder, Fate Accelerated and more. They are an amazing group and I cannot stress how strongly I recommend Critical Hit by The Major Spoilers Network to anyone and everyone who even has a passing interest in great storytelling. Just my $0.02
Really liked the video!
Thank you so much for this!
New DMs, remember: even the worst DM still brings more to the table than no DM at all.
I have only ever DM'ed. I've never been a PC for over 8 years. I have never even heard of the "three pillars" lol. I guess this clearly shows how much I care about the rules. At my table, it's "the rule of do stuff that could logically happen." RAW constantly gets things wrong from the real world, so I fix them and allow my players to fix them along the way.
Dungeons and Daddies mentioned lol
Another one i really enjoy is tales from the Stinky Dragon