20:10 - I once had a player with a PhD in geology start asking excited questions about some rock formations. After winging my way through the first two, I literally just paused and said “Look, I’m going to run out of geology knowledge way faster than you’re going to run out of questions. How about you tell me what you’re looking for in broad terms, I’ll give an equally broad answer with a more narrative focus, and you can fill in the technical details to your heart’s content.”
@@sleepinggiant4062 Nope, I think he was playing a paladin of Bahamut in that game (it was a while ago). He just got excited about the rocks after I improvised some flavor text and accidentally made them sound too interesting.
I think the only time my geology phd came up in gameplay was a quasi-metagame thing where I suggested we use thermal shock (making rock very cold, then very hot) to break through stone with cantrips (shape water and create bonfire). He had a dwarvish background though so I figured that was something he might have seen in the mines before. I think ecology would have more metagaming risk.
I went to an engineering school and I do have some geologists and biologists in my D&D group. In my last campaign I did research the plate tectonics and weather patterns of my world even though they didn't end up leaving the first city, and they wound up complaining about the weaponry and roads instead. My current campaign is on a floating sky island surrounded by a magical forcefield and one of them still managed to complain that the climate is not right, but at least I have the excuse that a wizard did it.
Take it from someone who experienced this… Don’t: Let your games spiral out of control with players in a party who are polar opposites. A friend group of 10 years got destroyed because I as a DM didn’t reign in some of my more aggressive players. It isn’t fun when your final session ends with a physical altercation that ruins the friend group 😔
If someone’s being an ass, CALL. IT. OUT. Nip that in the bud right away. Don’t make the same mistake I did and let them do it in the name of “roleplaying their character”
@@matttaylor3120agreed. It's the DM's job to run the game, not the behavior of other people. They were responsible for being bad friends that would promote behaviors that ended in a fight and loss. Maybe sad regardless, but good riddance.
Maybe you could have done more as a DM, but if a group of people can't sit at a table together and roll dice without it turning into a fist fight, doesn't seem like they were really friends in the first place
On a tangential point about railroading: try and avoid presenting *too many* options to the party. I DM for an extremely chaotic group of people and create multiple strands they can potentially follow to reach the same major plot section. They love having freedom to make choices, but sometimes run into the problem of "wtf do we do now" because everyone has the attention span of a goldfish.
Best option is to keep it to 3 threads and give them time sensitive limits and costs. The earlier they get on something the easier the goal. The more they put something off the more they have to deal with.
I've learned this lesson the hard way as a player and early as a DM. As a DM I learned my players are reeeaaaallly bad at taking definitive action so I present them with options to take which sometimes lead to different goals. As a Player I made sure to be able to take definitive action to help keep the game moving. The problem then came when 3/5 of the party were *incredibly* indecisive. Making us sit and converse in circles about where we would lay our heads for rest (true story) for upwards of 30 minutes + having side conversations. So when my players are taking a while to decide, I like to give them options and help them weigh pros cons and objectives
I'm the note taking players who when faced with a choice of which tunnel to take in a party with my gloomstalker/rogue and two other rogues just said "okay option one is I scout the left and you scout the right then we come back and share observations or option two we can just make a decision now."
Honestly the biggest thing I had to learn as a new dungeon master is that it’s okay to say no. It doesn’t need to be said often, but the DM is there for a reason
Truth. I also learned pretty quickly not to be too rigid with your adventure. Be flexible a d prepare for decisions you never imagined that your players will make.
Sometimes I’ll run one shots for our party to give our DM a break, and one thing I noticed in our most recent one shot that worked really well was creating a challenge on my end, but not creating a solution. In my case, they needed to cross a pool of acid to get to a shortcut. I didn’t have any solution in mind, and they ended up just creating one for me after scheming for several minutes. It was silly and everyone had a blast.
I’m in this exact same situation. We have our main campaign, and for the holidays they were interested in a mini campaign I proposed. It’s in the Greek mythos and the first session is against the Minotaur. The labyrinth is filled with traps, but only about half of them have a planned solution because I know they will find unique ways to avoid them
I've told my players upfront after sessions how I was approaching things with most puzzles: "My job as a DM is to create problems, not decide on solutions. I might have a couple ideas of possible solutions in mind, or I may have no idea how you all will deal with this. Then I get to discover the solution at the table with you."
Thank you for that clear delineation between railroading and sticking to the plot. When you're a new DM with a published adventure it's difficult to know how to get them back on track subtly.
As a DM with 30+ yrs of experience, Improv is one of the Best tools in a DMs kit. If you can always "Look" like you are prepared and adjust to what the group/campaign needs. You will be a great DM. Sometimes just make it up on the fly. Rule of Cool!
As a new DM, I have almost nothing prepared (exept battlefield and enemies, maybe important NPS and location) and Improvisation is a hint to make a good story and add something intriguing to the game. (But it better to keep a couple of aces in the sleeve)
During my first session as DM, I expected them to speak to the bartender and the patrons, then head out on their way to their first boss. Instead they spent three hours robbing the barkeep blind and trying to convince the whole town that the disguised warlock was actually the barkeep and the barkeep was an imposter...
I have a problem I never thought I'd have. My new D&D group is all teachers. Every single one of them wants to be the DM - so we're running multiple campaigns at once and it's hard to keep track of all my characters' personalities when we switch back and forth.
I actually play in 5 games and run 1 myself. It really helps if my characters have distinct personalities, a specific voice, and detailed notes. There are nights when my characters bleed into each other, but I can usually catch myself and reign it in.
There's really no feeling quite like saying goodnight to your players after the week's session, and you can hear them discussing and laughing about the events of the session, just knowing that as they carpool to their respective homes they're still talking amongst themselves about the experience you gave them. As I cleared that table one night, waved them off, and returned to my room to put things away, I had that realization. The realization that my friends were talking about our campaign like they would a movie they just saw, or newest episode of a show they watch, or something along those lines. I couldn't help but feel accomplished.
Good video! I'm going to very gently push back against the idea that one should strive to make every game better than the last. I've known a lot of potential DMs who ran a fantastic great few sessions, with well prepared story lines, great world building, voices, battle maps and so on, and then they eventually stop running games because its just too much work. I had to come to terms with the facts: my group and I want to play every week, and I can't put hours into prepping every session. So some sessions are inherently "worse" than others. That's okay! What matters is we had a good time and the story continued. There's always varying levels of polish beyond that, but don't feel pressured to measure up to what past you might have pulled off. Cheers!
That's absolutely true and it's good for pacing, too - every session doesn't need to be 'bigger' than the last, if anything some should be smaller. If they finish a quest or deal with a tough encounter, go ahead and give them a session that's mostly just rest and talking to people. If your players are fighting boss after boss with no breathing room, *they'll* get burnt out, too.
Thank you very much for this video. It helped me tremendously!!!! I’ve been playing D&D for a little over three years and started DMing a year ago. As my wife tells me all the time, I am my own worst enemy. I am very hard on myself and come down on myself harshly when I mess up. HOWEVER, over the past three or four months that is changing and am learning to prep less, give the players freedom to change things from my pre scripted plans, etc, and I am finding ,self more relaxed, enjoying the game more, and being way more lenient with myself. I’ve ached many of your videos and it’s nice to hear you guys share your mess ups and realize that it happens to everyone. Thanks again.
Coming to the end of Curse of Strahd, my first module I've ran. Tried a few homebrews prior to that, that just fell apart. To your first point, prep work. I think it's important to understand the story, when and how important npc enter, and have basic plans for which direction they go. You don't need every possibility, but having a couple paths forward will help a lot when having to change plans. The biggest thing I've learned from CoS is that I did not fully understand Barovia. I did not introduce things properly. The players didn't care about Ireena at all, and completely ignored a plot in Vallaki that was ment to be important, and their first major game changing decision. My biggest advice for new dms. Keep things small, and take your time to understand the world and consequences. Don't rush to introduce all the npc in a zone. Let the players find them naturally. At the minimum you should know the npc's short term goal, and relevance to the story. What is their purpose for interacting with the player?
at 11:30 Monty made me remember about Lord of The Rings, in wich a group of (mostly) happy fun hobbits have to deal with the enourmous burden of the evil and corruption from Sauron and the Ring. In moments of the movies like the "second breakfast", we watch the way they are trying to overcome these huge obstacles and how they keep the Shire in mind as something to return to. I think the stark contrast of bubbly characters and the impending doom of the world might make for awesome and inspiring stories, although it should always be discussed in a session zero with the players. Overall i think any story can be told, but player participation in its weaving and the collaborative aspect of it are fundamental to reaching that goal. Great video guys!!
My roommate got into D&D because of me and she is planning on running something for a discord friend group soon. She said this to me “I think I will also have a character to play with them, my own little NPC character that travels with them” I cannot describe the sheer sense of horror that filled me when I had to explain to her about what DMPC’s are and why they’re hated
Dang, too true, while having an NPC that accompanies the party like an escort mission is nice it's a slippery slope of falling into making this NPC suddenly so much more important than the party.
Our DM realized he made an encounter too much so he made a joke character who was passing by… a Goliath Gunslinger who was afraid to fight. Only used for one session, and ended up running away halfway through the battle after taking down a bunch of HP. 😂 So, flexible can be found in many ways.
My solution was actually to make a bunch of NPCs the players can take on quests with them, but only a few per quest. Each NPC is different in class, backstory and personality, and were only mandatory for one mission and besides that existed in basically the groups base of operations where they could further be interacted with. They got to figured out which NPCs they actually like, which ones fill in roles they as a party needed(Such as not having a dedicated healer) and the relationships they've each developed with not only the party, but specific NPCs, really broadens the game for them, or so they've told me. Having one character who's basically as good as or better than the party as far as the story and gameplay goes is bad, but making multiple characters who the players can interact with and have help them at various points throughout the campaign? In my experience so far, it works really well.
@elesabrooks769 I've taken to the mentality of "important NPCs, not DMPCs". You can have characters come with, and even help, but the highlight should always be on the players. Similarly, if they do bring an NPC, don't be afraid to target them. Boblin is not immune, no matter how much the party loves them. Give them a little panic, as a treat.
Talking about encounter balance, my dm just did a homebrew Christmas one shot. He realized that he over tuned the first encounter, so he just had some of the enemies run away after getting fireballed. There are many ways you can retune an encounter if you realize it's too hard or too easy.
I started running Princes of the Apocalypse a while back. When meeting all the various characters in Red Larch, I accidentally mispronounced a name when discussing the marketplace. "Grund" became "Grung", and the entire party got extremely excited. "Oh my gosh, are we about to meet a Grung named Grung!?" I had no choice but to roll with it.
Great video. Had a lot of points that were super informative. Actually having a session zero(character creation session today as a first time DM, and this was helpful. 😊
Kelly’s point at 14:03 is completely me….I feel so bad about getting some things wrong, or not remembering a rule. My biggest thing that I’m hard on myself with is tryin to see if everyone had fun or not. I asked them, and they said yes. But I just feel like I could do more for them. Idk. I’ve been DM’ing for only a year and a half, and I feel like I’m losing my touch.
Nah keep going, takes time. I've been running for 13 years, and I continue to improve and learn. I feel like I'm way better than I was even 2 years ago. So just keep pushing through
DMs have a ton on their plate, even extremely experienced ones get stuff wrong all the time. it doesn't really matter and no one will hold it against you (at least no one worth playing with), just correct yourself and move on. when you and the players think back on that campaign in 5 years no one is going to remember when you forgot a random rule, they're going to remember when they realized their long lost friend was revealed as the BBEG or when they got a nat 20 and killed the dragon as the last party member standing, so focus on those moments and making them worth remembering
I loved the “yes, but” tip! It’s a much better alternative to the “are you sure about that?” Response, because it’s proactive and keeps the game going, presenting players with potentially difficult decisions that drive the narrative! I’ll definitely be using it here on out!
Running Session 1 of CoS tonight! This is my first time DM’ing so this came at the perfect time. Definitely helped to dispel some of my nerves about needing to prepare every possibility.
23:20 I had a party choose to check out "the bridge", I had a dam in play but no bridges. So , I took them toward the dam. On the way they spotted a bridge guarded by Orc thieves. I meant for them to fight. The players chose to outsmart. "Roll with punches" helps prevent "railroading."
Thanks Kelly and Monty…love your channel! I have found it invaluable for helping me navigate as a first time DM in 5e.I hadn’t played DND, let alone DM’d a campaign since AD&D way back in the late 80s, early 90s. Somehow my friends roped me into DMing a one shot like 6 months ago, and with your channel’s help, they now want me to be their DM for the foreseeable future, and we’ve been running a campaign since then ongoing…it’s been a blast!
Thank you for sharing this! I especially love what you had to say about "linear plots". I'm currently writing a campaign that uses a linear plot and I never even heard this term before watching your video. I kept thinking, "This is going to feel really railroaded. But it's not railroaded because the players can go anywhere they want. It's just over HERE is where the story is taking place. And the story is going to happen whether the players get involved or not. I want my players to be part of the story and not just let the story happen without them. This has really helped me to re-think my plot line. Again, thank you for sharing!
I think there's kind of a two way street for expectations that has to exist. The DM presents the players with story hooks, and the players should find some reason to choose them. If the players just adamantly don't want to do the story and don't care about the world, then why are they doing this campaign at all? Giving the players one or two problems to solve, but letting them come up with the path(s) to solving that problem, is perfectly acceptable.
As a somewhat experienced DM I have one piece of advice, don’t say no, learn when to say no. You’re gonna need to develop a sense of when something should or shouldn’t be allowed for your game and if you’re unsure say yes but be willing to take it back. I made these mistakes and they helped me grow and I wouldn’t want it any other way cause I don’t think I’d be as good as I am now.
Currently running Phandelver and below for my first ever adventure and one thing that's really helping me is having one of my past DM's be a PC. When I don't know certain things and I'm already fumbling through the adventure manual, it's nice to have a walking talking DM guide lol
@@donc7664 I was intimidated at first. The RP portion was fun, but clunky in the beginning. I worked on some simple characters I’ve been rolling around. Combat was amazing! It was just a simple goblin raid, but the big bad is now canon in our main campaign. Thanks for asking!
@@nickellingson705 I just DM'd my first session on Halloween. Waited forever to try it. Like to hear how it goes for other noobs. Here's to your next sesh!
I've dm'ed two other times but both were with newbies so now that I'm about to dm for expierienced players, ONE OF WHICH IS A DM, I've been finding really good advice. Thank you so much!
Not saying this is necessarily a good idea for everyone, but I've got a nice story: I recently ran my first one-shot after being inspired largely by the Dudes. I always heard that you need to prepare for every dnd session (and especially your first), that it's really handy to run it out of a module, and that you should run it at a low level... naturally I proceeded to do basically none of that (explanation of why I did this is down below). What I found is that the single sentence I gave my players as my prep was absolutely sufficient. What I did: clearly and explicitly informed the players the situation. It was to be a 13th level 1shot where the only prep I was allowed to do was give the players a one sentence prompt as to what they were doing (everything else was on them). I made everything in that session up on the fly (frantically looking up monster stat blocks at times) The reason I did this was because I was slightly intimidated by the idea of DMing, and knowing my personal failings of wanting way more preperation than I need, I figured it'd be a good experiment to place myself in one of the most disadvantaged possible places I could for the first session I ran so that I could realize that I really don't need much prep at all to be effective. In retrospect, this actually went really well. I think the biggest thing is that you know yourself (what you can do and a good idea of what you can't). The reason this crazy thing worked for me is because I thought I could do it for one, but also my friends were instrumental in it working. Even with such a silly idea, I knew that they were on board with it due to our communication, so even if it crashed and burned, they signed up to see the fire. Tldr, it's really good to follow advice like this video, but also consider how you are as a person and your strengths and weaknesses. Ultimately though, communicate to your players where you're at
Knowing whats fun for you and your players is the most important. I would also add that to make sure you include your fun as DM evenly throughout. As DM youre going to do a lot playing so its important to not get bored or negative just because you haven't included fun NPCs, comabat, story, etc for a while. Big agree on the session zero. Really lets you get ahead of any problems with group dynamics, individuals and gives you valuable info about what players like. Also having 1-3 generic easy combat encounters prepared helped me handle a few surprise decisions where i would need an encounter, and it let the players feel good while flexing a bit or getting used to the rules without pressure.
I've been DMing for about 2 years now, and you made some really fantastic points that I had to learn the hard way. Don't neglect session zero, I ended up having to do it like 5 sessions in because no one was on the same page and it was becoming hard to play. Do set boundaries, remember you should have boundaries too, so when you have a bunch of friends getting excited that you are starting a campaign, don't be afraid to say no I can't handle that many players. The first campaign I ever ran is still on-going and was originally a group of 13 that has since shrunk to a group of 10. If you are thinking about DMing for the first time, don't have a group that large, have multiple campaigns with crossovers or figure something else out, but do not have that large of a group for your first time. It is draining and managing that many players and trying to give each of them their moments in the spotlight is very challenging until you are more comfortable behind the screen.
On the details point, the campaign I'm running is in a middle East/ North African desert setting. I have cacti as scenery on the table during combats. I'm a bit of a biology nerd and know cacti come from the Americas. I'm waiting for the players to find out these cacti are all mimics just waiting for their opportunity to pounce hehe.
I want to make sure you dudes know how much I appreciate you. I either learn something new or you confirm something im already thinking. Your videos are coming and informative and Im so happy i stumbled upon your channel.
I ran a homebrew version of the Isle of Dread. I gave them free range to go anywhere on the map, but I needed to know ahead of time so I could prepare. So after clearing the Great Wall (some elements were the same), I threw some classic D&D monsters at them (displacer beast, sabretooth lions) before I revealed the dark tower. According to the map they received from the friendly villagers, that tower wasn't supposed to be there. This was at the end of that session. So the choice was Jungles leading to some badlands to the west, swampland to the north, or the tower to the east. They chose the tower. But next week, they got cold feet when they found a cockatrice nest. So they wanted to go west or north. I had to explain that I had only prepped the tower and if we wanted to do something else, it would more random encounters and making stuff up on the fly which wouldn't be as much fun. Short story long, they systematically blew the tower, level by level, and even defeated the wizard's (young elf wizard) pet manticore. The wizard flew away to the NE, saving himself but leaving all his stuff. I put some useful (magic bow, wand of magic missile, nature's mantle) with some not so useful (cloak of many fashions). So all in all, they had a good time, had some good loot, and then I had time to prep the next area. That's how it went for the entire campaign.
Thanks for the new video on DM Tips! You guys are the reason I got into DMing and learned the game so fast. I always send your videos to new/old players who want to try new classes and other things! Love the videos!
intermediate DM here and starting my first campaign in a few years. I’ve been anxious about getting back into it and this video has come at just the right time to ease some of that stress
Great advice.I appreciate all the work y'all do. After years of playing D&D, I've adopted the Lazy Dm prep model. I also believe that I, as a DM, am just another player in the game. I lean more towards a sandbox-style game. Knowing the basics is really important. The other tips are so important. Thank you for making great content.
A lot of great Do and donts. I hate games that force me to make decisions I don't want and appreciate y'all discussing linear vs. railroading. Thanks again
The one point I’ll make about over-preparing is that while getting bogged down in details is bad, I think planning out important plot points throughout the campaign is good because I like there to be foreshadowing and hints leading up to a boss fight or big reveal, so the moment feels more meaningful/cool for the party. Sometimes I’ll come up with cool ideas later on in the story, but I then have to go back to earlier points of the story to hint at the idea so players will also get it.
15:33 I had an incident where I was introduced to a new spell. long story short, I completely fumbled it and turned it into such a mess that recovery was virtually impossible. In a frantic decision, I just let the spell succeed. I stepped out of the DM role and conversed with my players. they graciously explained to me how it should have worked. "Thanks everyone, I got frustrated and confused, thank you for understanding and helping me to know how to run it next time. Let's get back to the game." From then on my.players have been very helpful in informing me about something we haven't yet run before they spring it on me.
My best time as a DM is still listening to the PC's discussing what the Big Bad's plan was ... (it was the PC's, and not really the Players... the PC's and the players knew about the same) ... they dismissed several ideas as silly, two as unlikely, and one as the probable answer .... One of the Unlikelier ones was my vague idea of what I had planned, the likely was dull ... So the other Unlikely idea became the Big Bad's actual plan ... it was so much better then what I had planned ... half an hour of role play, and me surreptitiously making notes, and I got a thanks for a great session ...
The explanation of railroading vs linear path was great. I always thought i was guilty of railroading cause i had no other plan than, "hey get to the castle and rescue the princess" but i let them scout out the castle, figure out how to get in. Made me realize I wasn't railroading so i feel so much better.
I run modules and a downside to modules is when the players do things not mentioned in the material. When the players are going off the rails of the module, as a DM, it's important to be prepared enough to know where the characters are needing to go and get them there despite their shenanigans. Thinking on your feet and improvisation is vitally important and in my opinion my players forcing me to do that (I tell them they have "Broke the DM!" when it happens) is what really makes the game just as fun to DM as it is to play a session as a player.
About setting expectations, the characters don't *have* to fit in if the horrors are real, they will be psychologically broken after 10 sessions either way Session 0 is honestly the most boring option to start a game with, the people (and you usually) want to jump straight in and you just say "nuh uh, no action today". Set expectations and make characters before you start the first session.
I'm a D&D player of only about 2.5 years myself. For about a year, I've had this idea for a campaign I wanted to consider running and about two months ago I chose to start it officially. I have no experience DMing, but I'm just going for it and making it a bit harder on myself by making my own world and altering some rules, many of which were inspired by this channel such as elemental conditions and death save alterations. So far, I've done pretty much all these Do options and avoided the Don't options pretty well and found them to be pretty intuitive, complying with them without really thinking about it. The game itself is in its early stages, so I don't know how things will go long term, but its already proving to be fun for the players and a good learning experience for me as I learn to balance the game. I'm using mechanics like having a battle take place in a settlement where there are many buildings and possible reinforcements could be in any given structure, or not, as I need them. This gives me flexibility to increase or lower the difficulty of the combat on the fly, spawning new foes if the party is cleaving them down fast or deleting them if I'm pushing too hard. I follow this versatility up with the death save changes I made, making it harder for PCs to outright die, allowing me to setup TPK/O scenarios and take the party prisoner if they all go down, while also making the process of going down more serious and punishing the >Downed > Healing Word loop, having players incur penalties for getting back up without being stabilized first. In the end, I do find these bits of advice great to keep in mind as I go.
I never did GM much. But one of the best times i ever had GM-ing was to just let the players do what they did, and have the characters i created react and act in what was their nature to do. I actually got a real kick out of how my players were beating mine. I was being super smart, and yet the players kept coming up with ingenious ways to kick my characters asses. And i LOVED it. So even when i lost, i still won. But at the end of the day, i am a born in the wool player. GM-ing is a calling, and some people are good at it, and others are good at playing. And some fortunate few can do both. Knowing which of the three you are is the key to having fun.
Add it if they imagine it. That is great advice. It makes their time have tangible value. Use their creativity and you'll find you don't have to do everything. That's good for everyone.
One "Do" I would add is "Steal from other sources". You don't have to make absolutely everything from scratch. Even if you aren't running a module, that doesn't stop you from stealing a quest, dungeon, or NPC and just filing the serial numbers off and throwing it in your campaign. Use the monsters from the manual or other books, and, if needed, reskin them to look different (and throw off your experienced players). Steal the plot of your favourite movie or book, or reskin some historic event you know about as part of your campaign. You do not need to completely build a world from scratch to be a good DM. I think a lot of new DMs get overwhelmed by this idea that they need to come up with everything completely fresh and new, when they don't. Story starter: Your party used to live in a far away kingdom, but the kingdom was taken over by a beholder and everyone had to flee or were killed. The party has uncovered a hidden map that they think will allow them to sneak into its lair, and are going to head home to retake their lost kingdom. New story? No, that's The Hobbit with a new coat of paint. Will your players notice? Probably not, but if they do, who cares as long as they are having fun.
You need a group of generic game elements, a sort of toolbox. A small groups of generic elements like this is your safety net when the players don't do as you planned: - You need a small roster of NPCs as friends and enemies. - A few (5-10) names should be enough. - You need a few "level and general area appropriate" creatures and monsters, such as a band of goblins, bandits, zombies, pirates, or others - You need some generic maps, ready to use, such as a stretch of road, a road and bridge, crossroads, and a wildness "no roads" area; and maybe a swamp, canyon, or other feature. - Also, you need some extra small villages, houses, maybe farmland and/or ranch maps, forest land, in case the players stray from the path you have. - Have maps of a few odd houses, mansions or a keep, shacks. - Have ways to add unexpected NPCs and monsters. That may be tokens or minis. - Be aware of how to add monsters, and unexpected maps, NPCs, encounters (such as in a VTT). You don't need these general kit bits to be elaborate; you just want something ready as a backup plan to prevent panic scrambling. Run a practice game. Have a notepad.
Such solid, solid best practices. I agree with “Yes, but” BUT I leave the but unsaid. “Yes, absolutely, you can x, here are the potential consequences.
in my experience, the easiest path to railroading is being so excited about the game you imagine a really cool scene and decide to put it in your game. You can have cool scenes, but it's risky to take away the agency of your players while you do so. Like haha my villain will threaten the party's friendly goblin and force them to cooperate! Then the party asks a bunch of questions to try and figure out ways to resolve the situation but you were just planning on it being a dramatic surrender, and they'll get frustrated when they realize there's nothing they can do.
i had a player who wasn't a geologist but was a dork for mushrooms and geodes. they played a druid and every time i said something akin to "and there be loot", they always asked for details on the gemstones that i just randomly pulled out of a generators and threw into a pile. i'd swear i could have said the whole loot pile was rocks and they'd be thrilled about that more than the values.
Ran my first session as a one shot designed from the base of a one shot i looked at. All i did for prep work aside from enemies and dungeon design was the stat block for the boss, and basic interactions and basic dialogue from a potential miniboss cause i made him a potential companion and it definitely helped having a foundation to improvise from. Gonna work on it some more and change some things then plan to throw it at him and my first DM sometime.
For my group, I prep flavor text for each area, bullet points of things I don't want to forget, monster token standees, and item cards. I wish I could prep less but I tend to freeze if I feel unprepared
"Listen to your players" - that comes in handy whenever I do a puzzle/riddle encounter. I like those, but oftentimes puzzles for 5 year olds overwhelm my players mentally, so after listening to the players debating the answers I'll usually allow answers that aren't exactly correct for the puzzle, but would make sense from a player's perspective. Otherwise I'd spend a 3 hour session on just trying to answer a riddle ^^
My tip/advice for new DMs is have a few things thay you want to happen but leave the notes so that you can have them fight in what ever place/situation your players go to. Was there an ambush outside one city? Well that could be outside the abandon castle instead etc.
@ 27:40 the "yes, but" reminds me of Reverend Lovejoys timeless quote from the Simpsons: "the short answer is yes with an if, the long answer is no with a but"
I've never tried "Yes, but..." Because I always think my players will try to do the most crazy thing that may not make sense. But the examples of using life force to cast a spell or explaining that if they want to herd goats into a dungeon it'll cost them a ton of time and gold really gave me a new perspective. I'll have to give it a go!
All good tips I prepare one session at a time and try to be flexible, some of the best sessions are when they do something off the wall and I had to react to it. I always look for feed back after the game and I’m always trying to learn how to be a better DM
I'm literally an admin in a bunch of Facebook bug groups as a hobby naturalist with expertise in spider identification, and most of the people I've played with have been nerds from these and other nature groups. My first DM is an expert in bees and, by extension, flowering plants. And our first game was with another expert in spiders as well as random insect groups like wasps, true bugs, and moths, and a guy who works in forestry with a particular interest in mushrooms. Fortunately, I'm not DMing for any of these people, but I do get to impress my potion-brewing Druid with well thought out plant ecology.
12:47 Here's a pretty hilarious thought: bronies back in the day were surprisingly willing to go the grimdark route, does anyone else remember how they used to ponify everything? Warhammer 40K, dark souls, fallout?
I personally started DMing so my best friend had a game to play. It was rather simple and alright in the start as I just DM'd the Lost mines of Phendelver campaign with some homebrew elements aka incoorperating some players backstory characters on the side not as to take away from the campaign itself. After finishing the group was excited to keep playing in the same dynamic and could not decide on a different pre-written adventure and asked me to please homebrew what this party does past clearing out the mines. This warranted a lot of story writing and thinking and work on my end. Had an interloop / introductory oneshot (3shot I guess) that introduced the two peoples new characters that prefererd to play different ones and put them all together. Then came a lot of work as I DM online and get into doing all kinds of battle maps and reference pictures for NPCs and Sceneries it was a lot of work to do the dynmaic lighting on battle maps and everything else that comes with writing a story within a given world. Luckily I didn't have to do world building as it was still Swordcoast and Forgotten Realms as the region of operation. Took another players background villainous character to be an overarching bad guy for them to chase after even tho he himself is an important figure but not the head of it as there is not one single person doing that. The problem I'm having is the prep. I am a rather nervous and anxious guy. I struggle to improvise without having it all prepared. I don't mind swaying even very far from my notes but if I don't have them i'd go crazy. It's like a safety or fall back plan if all goes wrong. The prep of these games stresses me out immensely and it has been taking a toll on the fun I can have prior to the session. Yes once in the session we're all laughing and I'm so thankful for the loving cheerful players I play with. They take notes and try to follow plot hooks but also not mindlessly and ask questions and it's fun but when I am a player. I am looking forward to games and I'm really excited. As a DM i am not excited. It daunts on me and I'm worried if I will do it justice. It's rough but I will continue onward. The plot is now slowly creeping up towards the reaveal of a lot of foreshadowing and things they found along the way. I can tell you there is no feeling like looking into 6 agape mouths when they start things to piece together from 8 months ago that seemed so benine and irrelevant at the time and were at the time but with backlinks and them remembering people or situations or things they were told. It's a payoff I've not yet had even as a Player myself and it was very rewarding so far as it seems to not have been super obvious or just happened out of the blue so that everyone thinks it made no sense or is ridiculous (which I was always really worried about) All in all, I don't know if I will continue to DM after the next 5-10 sessions but I hope these expiriences help others to maybe improve their game or to know what to do. If there is any questions please let me know, I'd love to share my experience as a beginner DM with maybe people who have not yet DM'd at all and are looking to do so
It sounds like you could use some random encounter tables books to help you with your prep, and to save you from some of the stress of having to come up with things all on your own and on the fly.
So far I've only ran four one shots and that has already helped me settle a bit into what degree of preparation I need, all where very different so I could practice very different scenarios that I did all make up personally, I put the map and all creatures down first at home to plan it, looked up creature cards too. Always some optional enemies with me that might not be used. The first was a dungeon crawl, I prepared a bit too much with specific loot and where it could be found. Bad rolls early on did make me reduce the number of enemies a bit, I did have various enemies so I'd have different abilities to toy with, not just some orcs. The custom necromancer apprentices I made where underpowered though, they needed more spells. But I did have various traps around and hidden loot, even a mummy in a crypt with good loot which would be very dangerous for a level 3 party. But that would be fully optional in case they get greedy. Their goal was simple: Rescue a dwarf put in prison by a warlock. Main things I learned was not to plan all loot and just pre select some item cards (which I have) of suitable loot and if they go look for stuff I see what might be plausible to find there. For one shots I'm generous with magic items, scrolls and such. Second one I feel might have been my best one, it was more of a mystery. The goal was to investigate sightings of a hag at a forest lake. Both an actress at her reading retreat and a kobold shaman accused each other of being the hag. They did choose to talk with the kobolds, could have slaughtered them instead but they didn't so it lead to a nice bit of roleplay and my first NPC beloved by the players, who was improvised on the spot: An over eager kobold named Jerry who was send with them to fight the hag and the idea was that he was the weakest of the pack who wouldn't be missed. They did their best to keep him alive. He even managed to kill something. Just had regular kobold stats. The third one had the players seek shelter at a castle which turned out to be abandoned and filled with recently killed people. More of a horror scenario. Main surprise here was when I had a dying guard be a bit vague about what happened with his dying words and the paladin healed him before he could die so now he had to tell them of the children having turned into werewolves who someone locked in the dungeon as his final act (his severed arm was on the lever that controls the elevator.) There was a vengeful ghost who raised zombies they had to fight, an evil amulet was hidden in the basement that could be sensed which drew in a weaker beholder kin (forgot the name) and when the players decided to play around with the elevator going back out to get a full rest and all that, I had a young white dragon crash through the front door. I did give the dragon an extra hundred hit points which seemed to put the fight at a good balance. Ended with two out of four players down before it was killed by the bard. Could have gone easier if the ranger had not gone down the elevator to try and convince the beholder kin to fight the dragon. While not speaking any language it understands. The ranger was very lucky to survive. Fourth one was a prison break with the three players captured by Drow to experiment on. Probably was my weakest one shot but I did put it all together in one afternoon when we needed one on late notice. Did not help that the three players where a paladin, barbarian and fighter. It limited their options. Early on I had to really prevent an early death because I thought it would suck for a player to be out of the game before even leaving the cell. They straight up fought the armed guards outside, could have easily been a TPK against four half ogres at level 5 while unarmed, unarmored and unable to cast spells. I should have given the players more to work with though, I should have had the drow captain take one away for experimentations, which I kind of hoped someone would taunt him enough for. That would have moved some guards away to go look. They did still make it out though in a pretty cool way when the barbarian picked up the unconcious other two just before the exit portal and she jumped through. But they did avoid half the map and did not found much loot outside of their own equipment in storage. They missed the entire armoury.
I know from experience adapting is the most important thing as a DM. I kinda go with the flow in a campaign. You just never know what the players will do .
Actually, all good story telling is made of a series of “but”. Frodo inherited a magical ring but the ring is the one ring to rule them all. Frodo tries to bring the ring to Bree but he's hunted by black riders. I'm craving Mac’n Cheese but my fridge is empty. And so on.
Another thing for me that I had to learn was not to withhold information. I liked making things a surprise and keeping this close to the chest so when I player changed to a Knowledge domain cleric and started asking me for a bunch of information I found it hard to want to give them it I've gotten better with it but I still struggle with telling information.
I often put a lot of homebrew in my campaigns. Even pre-written ones if there's something I don't like I'll just change it. I do prep for lots of things, stat blocks, npcs, loot etc. But one thing I never prep for is enviroments. I always have a pretty good Idea in my head what things look like but when it come to drawing a battle map out I like doing in the moment. I might have last minute ideas or the players might have said something about the surroundings that I didn't think of and I'll just yes and it if I think its a good idea.
I've done a thing where he describing a really cool place, and the player is like, "Let's go do that," but we have a time limit on when people are going to have to move away. So I asked if we could not do that for time purposes because our game has gone on for 2 years now, and we only have 1 year left. I have med students, so it's hard to schedule stuff. They agreed and moved on. This is just an example of when railroading is reasonably done.
My second ever experience of a TTRPG ended when it became clear that one of the players was hell-bent on getting all the other characters in the party imprisoned, maimed or killed. The DM wasn't happy about it but didn't stop it from happening (although maybe he did after I and one other player quit). Some groups just don't work.
a tip that helps me a lot on open worlds: don't prepare what happens, prepare what happend... or don't prepare to run the game accordingly to plan, prepare to improvise... so i prepare statblocks for monsters and npcs in the region, i prepare cities the player could visit and i prepare descriptions (for my german games, i have to prepare descriptions in detail, english i only need a few small notes... which is fun, because german is my 2nd language (first is swissgerman -> so difference is a bit vocab, time forms, word endings, cases), english is my 4th language, but it's the language i use the most -> if i'm dming, i don't think in my native language, but in english, so i have to translate back in my native language as i play... descriptions of places are easy in english, swiss german is ok, but in german it is really hard, because just translating it results in really bad sounding descriptions, breaking your atmosphere)
A month to several months before one campaign is likely ending our online group has selected the next campaign and basically we end up having a months long session zero, creating and recreating the characters and weaving them together with each other.
Similar to your geology group, I'm a teacher who runs a game with some other teachers during our lunch period. The group includes two science teachers, a math teacher, a history teacher, language arts, and an intervention specialist. There is almost no situation I can put in front of them that one of them doesn't have some relevant knowledge. 🤦♂️
Also, planning a campaign and planning lessons have a lot in common! You have to have a goal in mind, and understand the relevant mechanics. Sometimes you need to prep a lot of specific materials in advance, and sometimes you can let them take the lead. And always... students and players alike will ALWAYS throw you a curveball- so you just have to roll with it and make it work!
20:10 - I once had a player with a PhD in geology start asking excited questions about some rock formations. After winging my way through the first two, I literally just paused and said “Look, I’m going to run out of geology knowledge way faster than you’re going to run out of questions. How about you tell me what you’re looking for in broad terms, I’ll give an equally broad answer with a more narrative focus, and you can fill in the technical details to your heart’s content.”
Perfect
Was their character a geologist?
@@sleepinggiant4062 Nope, I think he was playing a paladin of Bahamut in that game (it was a while ago). He just got excited about the rocks after I improvised some flavor text and accidentally made them sound too interesting.
I think the only time my geology phd came up in gameplay was a quasi-metagame thing where I suggested we use thermal shock (making rock very cold, then very hot) to break through stone with cantrips (shape water and create bonfire). He had a dwarvish background though so I figured that was something he might have seen in the mines before. I think ecology would have more metagaming risk.
I went to an engineering school and I do have some geologists and biologists in my D&D group. In my last campaign I did research the plate tectonics and weather patterns of my world even though they didn't end up leaving the first city, and they wound up complaining about the weaponry and roads instead. My current campaign is on a floating sky island surrounded by a magical forcefield and one of them still managed to complain that the climate is not right, but at least I have the excuse that a wizard did it.
Take it from someone who experienced this… Don’t: Let your games spiral out of control with players in a party who are polar opposites. A friend group of 10 years got destroyed because I as a DM didn’t reign in some of my more aggressive players. It isn’t fun when your final session ends with a physical altercation that ruins the friend group 😔
If someone’s being an ass, CALL. IT. OUT. Nip that in the bud right away. Don’t make the same mistake I did and let them do it in the name of “roleplaying their character”
Hey somebody.. that's not the dms or your fault if people are going to act like kids. I wouldn't let that weigh you down.
@@matttaylor3120agreed. It's the DM's job to run the game, not the behavior of other people. They were responsible for being bad friends that would promote behaviors that ended in a fight and loss. Maybe sad regardless, but good riddance.
@@matttaylor3120also players can police themselves in situations like this. Being an asshole above table isn't just for the DM to solve
Maybe you could have done more as a DM, but if a group of people can't sit at a table together and roll dice without it turning into a fist fight, doesn't seem like they were really friends in the first place
On a tangential point about railroading: try and avoid presenting *too many* options to the party. I DM for an extremely chaotic group of people and create multiple strands they can potentially follow to reach the same major plot section. They love having freedom to make choices, but sometimes run into the problem of "wtf do we do now" because everyone has the attention span of a goldfish.
Best option is to keep it to 3 threads and give them time sensitive limits and costs. The earlier they get on something the easier the goal. The more they put something off the more they have to deal with.
This feels so familiar 😂😂
"well, of course I know the player with goldfish attention span.
He is me.
I've learned this lesson the hard way as a player and early as a DM. As a DM I learned my players are reeeaaaallly bad at taking definitive action so I present them with options to take which sometimes lead to different goals.
As a Player I made sure to be able to take definitive action to help keep the game moving. The problem then came when 3/5 of the party were *incredibly* indecisive. Making us sit and converse in circles about where we would lay our heads for rest (true story) for upwards of 30 minutes + having side conversations. So when my players are taking a while to decide, I like to give them options and help them weigh pros cons and objectives
I'm the note taking players who when faced with a choice of which tunnel to take in a party with my gloomstalker/rogue and two other rogues just said "okay option one is I scout the left and you scout the right then we come back and share observations or option two we can just make a decision now."
This is not only excellent advise for new DMs, it also serves as great reminders for seasoned DMs.
Glad you think so!
Yeah I agree.
Agreed, that's why I'm here.
Honestly the biggest thing I had to learn as a new dungeon master is that it’s okay to say no. It doesn’t need to be said often, but the DM is there for a reason
Truth. I also learned pretty quickly not to be too rigid with your adventure. Be flexible a d prepare for decisions you never imagined that your players will make.
Sometimes I’ll run one shots for our party to give our DM a break, and one thing I noticed in our most recent one shot that worked really well was creating a challenge on my end, but not creating a solution. In my case, they needed to cross a pool of acid to get to a shortcut. I didn’t have any solution in mind, and they ended up just creating one for me after scheming for several minutes. It was silly and everyone had a blast.
I’m in this exact same situation. We have our main campaign, and for the holidays they were interested in a mini campaign I proposed. It’s in the Greek mythos and the first session is against the Minotaur. The labyrinth is filled with traps, but only about half of them have a planned solution because I know they will find unique ways to avoid them
I've told my players upfront after sessions how I was approaching things with most puzzles: "My job as a DM is to create problems, not decide on solutions. I might have a couple ideas of possible solutions in mind, or I may have no idea how you all will deal with this. Then I get to discover the solution at the table with you."
Thank you for that clear delineation between railroading and sticking to the plot. When you're a new DM with a published adventure it's difficult to know how to get them back on track subtly.
DO: Enjoy Dungeon Dudes videos with fun and friendly advice . . . DON"T: forget to hit the "thumbs up"
Or that "Subscribe" button
As a DM with 30+ yrs of experience, Improv is one of the Best tools in a DMs kit.
If you can always "Look" like you are prepared and adjust to what the group/campaign needs.
You will be a great DM. Sometimes just make it up on the fly. Rule of Cool!
As a new DM, I have almost nothing prepared (exept battlefield and enemies, maybe important NPS and location) and Improvisation is a hint to make a good story and add something intriguing to the game. (But it better to keep a couple of aces in the sleeve)
During my first session as DM, I expected them to speak to the bartender and the patrons, then head out on their way to their first boss. Instead they spent three hours robbing the barkeep blind and trying to convince the whole town that the disguised warlock was actually the barkeep and the barkeep was an imposter...
I have a problem I never thought I'd have. My new D&D group is all teachers. Every single one of them wants to be the DM - so we're running multiple campaigns at once and it's hard to keep track of all my characters' personalities when we switch back and forth.
All history teachers right??
I actually play in 5 games and run 1 myself. It really helps if my characters have distinct personalities, a specific voice, and detailed notes. There are nights when my characters bleed into each other, but I can usually catch myself and reign it in.
@@dreamup8431 hehe :) 1 history teacher, 1 french teacher, 1 science teacher and our librarian actually.
My group consists of 2 lawyers, 2 teachers, and me (factory worker), somehow I'm the DM.
As Miss Minogue sang .... Lucky Lucky Lucky!
There's really no feeling quite like saying goodnight to your players after the week's session, and you can hear them discussing and laughing about the events of the session, just knowing that as they carpool to their respective homes they're still talking amongst themselves about the experience you gave them. As I cleared that table one night, waved them off, and returned to my room to put things away, I had that realization. The realization that my friends were talking about our campaign like they would a movie they just saw, or newest episode of a show they watch, or something along those lines. I couldn't help but feel accomplished.
I’m doing my session zero for my first campaign TONIGHT!!! So this is such wonderful timing for a video :) . Thank you as always, dungeon dudes!
Best of luck yo
Have fun!
Good luck!
How did it go??? I just had my 2nd session EVER as a gm on friday for pathfinder 2e and they all said they had a lot of fun!!
@@darkwyspercreations session 0 went quite well. Everyone is very excited to start and so am I! We’re doing Waterdeep dragon heist
Good video! I'm going to very gently push back against the idea that one should strive to make every game better than the last. I've known a lot of potential DMs who ran a fantastic great few sessions, with well prepared story lines, great world building, voices, battle maps and so on, and then they eventually stop running games because its just too much work. I had to come to terms with the facts: my group and I want to play every week, and I can't put hours into prepping every session. So some sessions are inherently "worse" than others. That's okay! What matters is we had a good time and the story continued. There's always varying levels of polish beyond that, but don't feel pressured to measure up to what past you might have pulled off. Cheers!
I agree with this, but I think the inclusion of doing better each time is ok in the context of learning from your mistakes
That's absolutely true and it's good for pacing, too - every session doesn't need to be 'bigger' than the last, if anything some should be smaller. If they finish a quest or deal with a tough encounter, go ahead and give them a session that's mostly just rest and talking to people. If your players are fighting boss after boss with no breathing room, *they'll* get burnt out, too.
Thank you very much for this video. It helped me tremendously!!!! I’ve been playing D&D for a little over three years and started DMing a year ago. As my wife tells me all the time, I am my own worst enemy. I am very hard on myself and come down on myself harshly when I mess up. HOWEVER, over the past three or four months that is changing and am learning to prep less, give the players freedom to change things from my pre scripted plans, etc, and I am finding ,self more relaxed, enjoying the game more, and being way more lenient with myself. I’ve ached many of your videos and it’s nice to hear you guys share your mess ups and realize that it happens to everyone. Thanks again.
Thank you!
Coming to the end of Curse of Strahd, my first module I've ran. Tried a few homebrews prior to that, that just fell apart.
To your first point, prep work. I think it's important to understand the story, when and how important npc enter, and have basic plans for which direction they go. You don't need every possibility, but having a couple paths forward will help a lot when having to change plans.
The biggest thing I've learned from CoS is that I did not fully understand Barovia. I did not introduce things properly. The players didn't care about Ireena at all, and completely ignored a plot in Vallaki that was ment to be important, and their first major game changing decision.
My biggest advice for new dms. Keep things small, and take your time to understand the world and consequences. Don't rush to introduce all the npc in a zone. Let the players find them naturally. At the minimum you should know the npc's short term goal, and relevance to the story. What is their purpose for interacting with the player?
A Grimdark 'My Little Pony' adventure sounds awesome. We should call the Dimension 20 people.
at 11:30 Monty made me remember about Lord of The Rings, in wich a group of (mostly) happy fun hobbits have to deal with the enourmous burden of the evil and corruption from Sauron and the Ring. In moments of the movies like the "second breakfast", we watch the way they are trying to overcome these huge obstacles and how they keep the Shire in mind as something to return to. I think the stark contrast of bubbly characters and the impending doom of the world might make for awesome and inspiring stories, although it should always be discussed in a session zero with the players. Overall i think any story can be told, but player participation in its weaving and the collaborative aspect of it are fundamental to reaching that goal. Great video guys!!
My roommate got into D&D because of me and she is planning on running something for a discord friend group soon. She said this to me “I think I will also have a character to play with them, my own little NPC character that travels with them” I cannot describe the sheer sense of horror that filled me when I had to explain to her about what DMPC’s are and why they’re hated
Dang, too true, while having an NPC that accompanies the party like an escort mission is nice it's a slippery slope of falling into making this NPC suddenly so much more important than the party.
Our DM realized he made an encounter too much so he made a joke character who was passing by… a Goliath Gunslinger who was afraid to fight. Only used for one session, and ended up running away halfway through the battle after taking down a bunch of HP. 😂
So, flexible can be found in many ways.
I was in a group for 10 years before I was at a different table and learned just how much I hate DMPCs. 10 years of them. Oof
My solution was actually to make a bunch of NPCs the players can take on quests with them, but only a few per quest. Each NPC is different in class, backstory and personality, and were only mandatory for one mission and besides that existed in basically the groups base of operations where they could further be interacted with. They got to figured out which NPCs they actually like, which ones fill in roles they as a party needed(Such as not having a dedicated healer) and the relationships they've each developed with not only the party, but specific NPCs, really broadens the game for them, or so they've told me.
Having one character who's basically as good as or better than the party as far as the story and gameplay goes is bad, but making multiple characters who the players can interact with and have help them at various points throughout the campaign? In my experience so far, it works really well.
@elesabrooks769 I've taken to the mentality of "important NPCs, not DMPCs". You can have characters come with, and even help, but the highlight should always be on the players. Similarly, if they do bring an NPC, don't be afraid to target them. Boblin is not immune, no matter how much the party loves them. Give them a little panic, as a treat.
Talking about encounter balance, my dm just did a homebrew Christmas one shot. He realized that he over tuned the first encounter, so he just had some of the enemies run away after getting fireballed. There are many ways you can retune an encounter if you realize it's too hard or too easy.
I started running Princes of the Apocalypse a while back. When meeting all the various characters in Red Larch, I accidentally mispronounced a name when discussing the marketplace. "Grund" became "Grung", and the entire party got extremely excited.
"Oh my gosh, are we about to meet a Grung named Grung!?"
I had no choice but to roll with it.
Great video. Had a lot of points that were super informative. Actually having a session zero(character creation session today as a first time DM, and this was helpful. 😊
Kelly’s point at 14:03 is completely me….I feel so bad about getting some things wrong, or not remembering a rule. My biggest thing that I’m hard on myself with is tryin to see if everyone had fun or not. I asked them, and they said yes. But I just feel like I could do more for them. Idk. I’ve been DM’ing for only a year and a half, and I feel like I’m losing my touch.
Nah keep going, takes time. I've been running for 13 years, and I continue to improve and learn. I feel like I'm way better than I was even 2 years ago. So just keep pushing through
DMs have a ton on their plate, even extremely experienced ones get stuff wrong all the time. it doesn't really matter and no one will hold it against you (at least no one worth playing with), just correct yourself and move on. when you and the players think back on that campaign in 5 years no one is going to remember when you forgot a random rule, they're going to remember when they realized their long lost friend was revealed as the BBEG or when they got a nat 20 and killed the dragon as the last party member standing, so focus on those moments and making them worth remembering
I loved the “yes, but” tip! It’s a much better alternative to the “are you sure about that?” Response, because it’s proactive and keeps the game going, presenting players with potentially difficult decisions that drive the narrative! I’ll definitely be using it here on out!
Buy a dry erase board. They are great for drawing up a quick map and keeping track of initiative.
Running Session 1 of CoS tonight! This is my first time DM’ing so this came at the perfect time. Definitely helped to dispel some of my nerves about needing to prepare every possibility.
How did it go?
23:20
I had a party choose to check out "the bridge", I had a dam in play but no bridges.
So , I took them toward the dam. On the way they spotted a bridge guarded by Orc thieves. I meant for them to fight. The players chose to outsmart.
"Roll with punches" helps prevent "railroading."
Thanks Kelly and Monty…love your channel! I have found it invaluable for helping me navigate as a first time DM in 5e.I hadn’t played DND, let alone DM’d a campaign since AD&D way back in the late 80s, early 90s. Somehow my friends roped me into DMing a one shot like 6 months ago, and with your channel’s help, they now want me to be their DM for the foreseeable future, and we’ve been running a campaign since then ongoing…it’s been a blast!
Thank you for sharing this! I especially love what you had to say about "linear plots". I'm currently writing a campaign that uses a linear plot and I never even heard this term before watching your video. I kept thinking, "This is going to feel really railroaded. But it's not railroaded because the players can go anywhere they want. It's just over HERE is where the story is taking place. And the story is going to happen whether the players get involved or not. I want my players to be part of the story and not just let the story happen without them. This has really helped me to re-think my plot line. Again, thank you for sharing!
I think there's kind of a two way street for expectations that has to exist. The DM presents the players with story hooks, and the players should find some reason to choose them. If the players just adamantly don't want to do the story and don't care about the world, then why are they doing this campaign at all? Giving the players one or two problems to solve, but letting them come up with the path(s) to solving that problem, is perfectly acceptable.
As a somewhat experienced DM I have one piece of advice, don’t say no, learn when to say no. You’re gonna need to develop a sense of when something should or shouldn’t be allowed for your game and if you’re unsure say yes but be willing to take it back. I made these mistakes and they helped me grow and I wouldn’t want it any other way cause I don’t think I’d be as good as I am now.
Currently running Phandelver and below for my first ever adventure and one thing that's really helping me is having one of my past DM's be a PC. When I don't know certain things and I'm already fumbling through the adventure manual, it's nice to have a walking talking DM guide lol
Just DM’d my first session on Sunday! I’ll be using your tips for my next one. Thanks DD’s!
How'd it go?
@@donc7664 I was intimidated at first. The RP portion was fun, but clunky in the beginning. I worked on some simple characters I’ve been rolling around. Combat was amazing! It was just a simple goblin raid, but the big bad is now canon in our main campaign. Thanks for asking!
@@nickellingson705 I just DM'd my first session on Halloween. Waited forever to try it. Like to hear how it goes for other noobs. Here's to your next sesh!
I've dm'ed two other times but both were with newbies so now that I'm about to dm for expierienced players, ONE OF WHICH IS A DM, I've been finding really good advice. Thank you so much!
Not saying this is necessarily a good idea for everyone, but I've got a nice story: I recently ran my first one-shot after being inspired largely by the Dudes. I always heard that you need to prepare for every dnd session (and especially your first), that it's really handy to run it out of a module, and that you should run it at a low level... naturally I proceeded to do basically none of that (explanation of why I did this is down below). What I found is that the single sentence I gave my players as my prep was absolutely sufficient.
What I did: clearly and explicitly informed the players the situation. It was to be a 13th level 1shot where the only prep I was allowed to do was give the players a one sentence prompt as to what they were doing (everything else was on them). I made everything in that session up on the fly (frantically looking up monster stat blocks at times)
The reason I did this was because I was slightly intimidated by the idea of DMing, and knowing my personal failings of wanting way more preperation than I need, I figured it'd be a good experiment to place myself in one of the most disadvantaged possible places I could for the first session I ran so that I could realize that I really don't need much prep at all to be effective.
In retrospect, this actually went really well. I think the biggest thing is that you know yourself (what you can do and a good idea of what you can't). The reason this crazy thing worked for me is because I thought I could do it for one, but also my friends were instrumental in it working. Even with such a silly idea, I knew that they were on board with it due to our communication, so even if it crashed and burned, they signed up to see the fire.
Tldr, it's really good to follow advice like this video, but also consider how you are as a person and your strengths and weaknesses. Ultimately though, communicate to your players where you're at
Great video dudes. I just started playing and DMing Dnd last december and these lessons helped me quite a lot. Thanks for the edutainment!
Knowing whats fun for you and your players is the most important. I would also add that to make sure you include your fun as DM evenly throughout. As DM youre going to do a lot playing so its important to not get bored or negative just because you haven't included fun NPCs, comabat, story, etc for a while.
Big agree on the session zero. Really lets you get ahead of any problems with group dynamics, individuals and gives you valuable info about what players like. Also having 1-3 generic easy combat encounters prepared helped me handle a few surprise decisions where i would need an encounter, and it let the players feel good while flexing a bit or getting used to the rules without pressure.
I've been DMing for about 2 years now, and you made some really fantastic points that I had to learn the hard way.
Don't neglect session zero, I ended up having to do it like 5 sessions in because no one was on the same page and it was becoming hard to play.
Do set boundaries, remember you should have boundaries too, so when you have a bunch of friends getting excited that you are starting a campaign, don't be afraid to say no I can't handle that many players. The first campaign I ever ran is still on-going and was originally a group of 13 that has since shrunk to a group of 10. If you are thinking about DMing for the first time, don't have a group that large, have multiple campaigns with crossovers or figure something else out, but do not have that large of a group for your first time. It is draining and managing that many players and trying to give each of them their moments in the spotlight is very challenging until you are more comfortable behind the screen.
On the details point, the campaign I'm running is in a middle East/ North African desert setting. I have cacti as scenery on the table during combats. I'm a bit of a biology nerd and know cacti come from the Americas. I'm waiting for the players to find out these cacti are all mimics just waiting for their opportunity to pounce hehe.
I want to make sure you dudes know how much I appreciate you. I either learn something new or you confirm something im already thinking. Your videos are coming and informative and Im so happy i stumbled upon your channel.
I ran a homebrew version of the Isle of Dread. I gave them free range to go anywhere on the map, but I needed to know ahead of time so I could prepare. So after clearing the Great Wall (some elements were the same), I threw some classic D&D monsters at them (displacer beast, sabretooth lions) before I revealed the dark tower. According to the map they received from the friendly villagers, that tower wasn't supposed to be there. This was at the end of that session. So the choice was Jungles leading to some badlands to the west, swampland to the north, or the tower to the east. They chose the tower. But next week, they got cold feet when they found a cockatrice nest. So they wanted to go west or north. I had to explain that I had only prepped the tower and if we wanted to do something else, it would more random encounters and making stuff up on the fly which wouldn't be as much fun. Short story long, they systematically blew the tower, level by level, and even defeated the wizard's (young elf wizard) pet manticore. The wizard flew away to the NE, saving himself but leaving all his stuff. I put some useful (magic bow, wand of magic missile, nature's mantle) with some not so useful (cloak of many fashions). So all in all, they had a good time, had some good loot, and then I had time to prep the next area. That's how it went for the entire campaign.
Thanks for the new video on DM Tips! You guys are the reason I got into DMing and learned the game so fast. I always send your videos to new/old players who want to try new classes and other things! Love the videos!
i can't get enough of these real talk constructive advice videos!
intermediate DM here and starting my first campaign in a few years. I’ve been anxious about getting back into it and this video has come at just the right time to ease some of that stress
"Sucking at something is the first step towards being sorta' good at something."
-Jake the Dog
Great advice.I appreciate all the work y'all do. After years of playing D&D, I've adopted the Lazy Dm prep model. I also believe that I, as a DM, am just another player in the game. I lean more towards a sandbox-style game. Knowing the basics is really important. The other tips are so important. Thank you for making great content.
A lot of great Do and donts. I hate games that force me to make decisions I don't want and appreciate y'all discussing linear vs. railroading. Thanks again
The one point I’ll make about over-preparing is that while getting bogged down in details is bad, I think planning out important plot points throughout the campaign is good because I like there to be foreshadowing and hints leading up to a boss fight or big reveal, so the moment feels more meaningful/cool for the party. Sometimes I’ll come up with cool ideas later on in the story, but I then have to go back to earlier points of the story to hint at the idea so players will also get it.
15:33
I had an incident where I was introduced to a new spell. long story short, I completely fumbled it and turned it into such a mess that recovery was virtually impossible. In a frantic decision, I just let the spell succeed.
I stepped out of the DM role and conversed with my players. they graciously explained to me how it should have worked.
"Thanks everyone, I got frustrated and confused, thank you for understanding and helping me to know how to run it next time. Let's get back to the game."
From then on my.players have been very helpful in informing me about something we haven't yet run before they spring it on me.
My best time as a DM is still listening to the PC's discussing what the Big Bad's plan was ... (it was the PC's, and not really the Players... the PC's and the players knew about the same) ... they dismissed several ideas as silly, two as unlikely, and one as the probable answer ....
One of the Unlikelier ones was my vague idea of what I had planned, the likely was dull ... So the other Unlikely idea became the Big Bad's actual plan ... it was so much better then what I had planned ... half an hour of role play, and me surreptitiously making notes, and I got a thanks for a great session ...
The explanation of railroading vs linear path was great. I always thought i was guilty of railroading cause i had no other plan than, "hey get to the castle and rescue the princess" but i let them scout out the castle, figure out how to get in. Made me realize I wasn't railroading so i feel so much better.
I run modules and a downside to modules is when the players do things not mentioned in the material. When the players are going off the rails of the module, as a DM, it's important to be prepared enough to know where the characters are needing to go and get them there despite their shenanigans. Thinking on your feet and improvisation is vitally important and in my opinion my players forcing me to do that (I tell them they have "Broke the DM!" when it happens) is what really makes the game just as fun to DM as it is to play a session as a player.
About setting expectations, the characters don't *have* to fit in if the horrors are real, they will be psychologically broken after 10 sessions either way
Session 0 is honestly the most boring option to start a game with, the people (and you usually) want to jump straight in and you just say "nuh uh, no action today". Set expectations and make characters before you start the first session.
I'm a D&D player of only about 2.5 years myself. For about a year, I've had this idea for a campaign I wanted to consider running and about two months ago I chose to start it officially. I have no experience DMing, but I'm just going for it and making it a bit harder on myself by making my own world and altering some rules, many of which were inspired by this channel such as elemental conditions and death save alterations.
So far, I've done pretty much all these Do options and avoided the Don't options pretty well and found them to be pretty intuitive, complying with them without really thinking about it. The game itself is in its early stages, so I don't know how things will go long term, but its already proving to be fun for the players and a good learning experience for me as I learn to balance the game. I'm using mechanics like having a battle take place in a settlement where there are many buildings and possible reinforcements could be in any given structure, or not, as I need them. This gives me flexibility to increase or lower the difficulty of the combat on the fly, spawning new foes if the party is cleaving them down fast or deleting them if I'm pushing too hard. I follow this versatility up with the death save changes I made, making it harder for PCs to outright die, allowing me to setup TPK/O scenarios and take the party prisoner if they all go down, while also making the process of going down more serious and punishing the >Downed > Healing Word loop, having players incur penalties for getting back up without being stabilized first.
In the end, I do find these bits of advice great to keep in mind as I go.
I never did GM much. But one of the best times i ever had GM-ing was to just let the players do what they did, and have the characters i created react and act in what was their nature to do. I actually got a real kick out of how my players were beating mine. I was being super smart, and yet the players kept coming up with ingenious ways to kick my characters asses. And i LOVED it. So even when i lost, i still won.
But at the end of the day, i am a born in the wool player. GM-ing is a calling, and some people are good at it, and others are good at playing. And some fortunate few can do both. Knowing which of the three you are is the key to having fun.
"No, but..." is also essential. Im setting limits but respecting your desire for something cool or to have a hand in my gameworld.
Add it if they imagine it. That is great advice. It makes their time have tangible value. Use their creativity and you'll find you don't have to do everything. That's good for everyone.
One "Do" I would add is "Steal from other sources". You don't have to make absolutely everything from scratch. Even if you aren't running a module, that doesn't stop you from stealing a quest, dungeon, or NPC and just filing the serial numbers off and throwing it in your campaign. Use the monsters from the manual or other books, and, if needed, reskin them to look different (and throw off your experienced players). Steal the plot of your favourite movie or book, or reskin some historic event you know about as part of your campaign. You do not need to completely build a world from scratch to be a good DM. I think a lot of new DMs get overwhelmed by this idea that they need to come up with everything completely fresh and new, when they don't. Story starter: Your party used to live in a far away kingdom, but the kingdom was taken over by a beholder and everyone had to flee or were killed. The party has uncovered a hidden map that they think will allow them to sneak into its lair, and are going to head home to retake their lost kingdom. New story? No, that's The Hobbit with a new coat of paint. Will your players notice? Probably not, but if they do, who cares as long as they are having fun.
You need a group of generic game elements, a sort of toolbox. A small groups of generic elements like this is your safety net when the players don't do as you planned:
- You need a small roster of NPCs as friends and enemies.
- A few (5-10) names should be enough.
- You need a few "level and general area appropriate" creatures and monsters, such as a band of goblins, bandits, zombies, pirates, or others
- You need some generic maps, ready to use, such as a stretch of road, a road and bridge, crossroads, and a wildness "no roads" area; and maybe a swamp, canyon, or other feature.
- Also, you need some extra small villages, houses, maybe farmland and/or ranch maps, forest land, in case the players stray from the path you have.
- Have maps of a few odd houses, mansions or a keep, shacks.
- Have ways to add unexpected NPCs and monsters. That may be tokens or minis.
- Be aware of how to add monsters, and unexpected maps, NPCs, encounters (such as in a VTT).
You don't need these general kit bits to be elaborate; you just want something ready as a backup plan to prevent panic scrambling.
Run a practice game. Have a notepad.
Such solid, solid best practices. I agree with “Yes, but” BUT I leave the but unsaid. “Yes, absolutely, you can x, here are the potential consequences.
in my experience, the easiest path to railroading is being so excited about the game you imagine a really cool scene and decide to put it in your game. You can have cool scenes, but it's risky to take away the agency of your players while you do so. Like haha my villain will threaten the party's friendly goblin and force them to cooperate! Then the party asks a bunch of questions to try and figure out ways to resolve the situation but you were just planning on it being a dramatic surrender, and they'll get frustrated when they realize there's nothing they can do.
i had a player who wasn't a geologist but was a dork for mushrooms and geodes. they played a druid and every time i said something akin to "and there be loot", they always asked for details on the gemstones that i just randomly pulled out of a generators and threw into a pile. i'd swear i could have said the whole loot pile was rocks and they'd be thrilled about that more than the values.
I just watched some of your older videos yesterday, maybe 5 or 6 years old. You guys are aging like fine wine!
Ran my first session as a one shot designed from the base of a one shot i looked at.
All i did for prep work aside from enemies and dungeon design was the stat block for the boss, and basic interactions and basic dialogue from a potential miniboss cause i made him a potential companion and it definitely helped having a foundation to improvise from.
Gonna work on it some more and change some things then plan to throw it at him and my first DM sometime.
Thank you for distinguishing between linear plot and railroading
For my group, I prep flavor text for each area, bullet points of things I don't want to forget, monster token standees, and item cards. I wish I could prep less but I tend to freeze if I feel unprepared
"Listen to your players" - that comes in handy whenever I do a puzzle/riddle encounter. I like those, but oftentimes puzzles for 5 year olds overwhelm my players mentally, so after listening to the players debating the answers I'll usually allow answers that aren't exactly correct for the puzzle, but would make sense from a player's perspective. Otherwise I'd spend a 3 hour session on just trying to answer a riddle ^^
More videos of DM advice please. Love these
My tip/advice for new DMs is have a few things thay you want to happen but leave the notes so that you can have them fight in what ever place/situation your players go to. Was there an ambush outside one city? Well that could be outside the abandon castle instead etc.
@ 27:40 the "yes, but" reminds me of Reverend Lovejoys timeless quote from the Simpsons: "the short answer is yes with an if, the long answer is no with a but"
I've never tried "Yes, but..." Because I always think my players will try to do the most crazy thing that may not make sense. But the examples of using life force to cast a spell or explaining that if they want to herd goats into a dungeon it'll cost them a ton of time and gold really gave me a new perspective. I'll have to give it a go!
All good tips
I prepare one session at a time and try to be flexible, some of the best sessions are when they do something off the wall and I had to react to it.
I always look for feed back after the game and I’m always trying to learn how to be a better DM
I needed this. I’m looking at running my first ever campaign of Lost Mine of Phandelver with some friends, so thanks
I'm literally an admin in a bunch of Facebook bug groups as a hobby naturalist with expertise in spider identification, and most of the people I've played with have been nerds from these and other nature groups. My first DM is an expert in bees and, by extension, flowering plants. And our first game was with another expert in spiders as well as random insect groups like wasps, true bugs, and moths, and a guy who works in forestry with a particular interest in mushrooms. Fortunately, I'm not DMing for any of these people, but I do get to impress my potion-brewing Druid with well thought out plant ecology.
“Yes, but” is my biggest takeaway. Thanks, Dudes!
12:47
Here's a pretty hilarious thought: bronies back in the day were surprisingly willing to go the grimdark route, does anyone else remember how they used to ponify everything? Warhammer 40K, dark souls, fallout?
I personally started DMing so my best friend had a game to play. It was rather simple and alright in the start as I just DM'd the Lost mines of Phendelver campaign with some homebrew elements aka incoorperating some players backstory characters on the side not as to take away from the campaign itself.
After finishing the group was excited to keep playing in the same dynamic and could not decide on a different pre-written adventure and asked me to please homebrew what this party does past clearing out the mines.
This warranted a lot of story writing and thinking and work on my end. Had an interloop / introductory oneshot (3shot I guess) that introduced the two peoples new characters that prefererd to play different ones and put them all together.
Then came a lot of work as I DM online and get into doing all kinds of battle maps and reference pictures for NPCs and Sceneries it was a lot of work to do the dynmaic lighting on battle maps and everything else that comes with writing a story within a given world. Luckily I didn't have to do world building as it was still Swordcoast and Forgotten Realms as the region of operation.
Took another players background villainous character to be an overarching bad guy for them to chase after even tho he himself is an important figure but not the head of it as there is not one single person doing that.
The problem I'm having is the prep. I am a rather nervous and anxious guy. I struggle to improvise without having it all prepared. I don't mind swaying even very far from my notes but if I don't have them i'd go crazy. It's like a safety or fall back plan if all goes wrong. The prep of these games stresses me out immensely and it has been taking a toll on the fun I can have prior to the session. Yes once in the session we're all laughing and I'm so thankful for the loving cheerful players I play with. They take notes and try to follow plot hooks but also not mindlessly and ask questions and it's fun but when I am a player. I am looking forward to games and I'm really excited. As a DM i am not excited. It daunts on me and I'm worried if I will do it justice.
It's rough but I will continue onward. The plot is now slowly creeping up towards the reaveal of a lot of foreshadowing and things they found along the way.
I can tell you there is no feeling like looking into 6 agape mouths when they start things to piece together from 8 months ago that seemed so benine and irrelevant at the time and were at the time but with backlinks and them remembering people or situations or things they were told. It's a payoff I've not yet had even as a Player myself and it was very rewarding so far as it seems to not have been super obvious or just happened out of the blue so that everyone thinks it made no sense or is ridiculous (which I was always really worried about)
All in all, I don't know if I will continue to DM after the next 5-10 sessions but I hope these expiriences help others to maybe improve their game or to know what to do.
If there is any questions please let me know, I'd love to share my experience as a beginner DM with maybe people who have not yet DM'd at all and are looking to do so
It sounds like you could use some random encounter tables books to help you with your prep, and to save you from some of the stress of having to come up with things all on your own and on the fly.
So far I've only ran four one shots and that has already helped me settle a bit into what degree of preparation I need, all where very different so I could practice very different scenarios that I did all make up personally, I put the map and all creatures down first at home to plan it, looked up creature cards too. Always some optional enemies with me that might not be used.
The first was a dungeon crawl, I prepared a bit too much with specific loot and where it could be found. Bad rolls early on did make me reduce the number of enemies a bit, I did have various enemies so I'd have different abilities to toy with, not just some orcs. The custom necromancer apprentices I made where underpowered though, they needed more spells. But I did have various traps around and hidden loot, even a mummy in a crypt with good loot which would be very dangerous for a level 3 party. But that would be fully optional in case they get greedy.
Their goal was simple: Rescue a dwarf put in prison by a warlock.
Main things I learned was not to plan all loot and just pre select some item cards (which I have) of suitable loot and if they go look for stuff I see what might be plausible to find there.
For one shots I'm generous with magic items, scrolls and such.
Second one I feel might have been my best one, it was more of a mystery. The goal was to investigate sightings of a hag at a forest lake. Both an actress at her reading retreat and a kobold shaman accused each other of being the hag. They did choose to talk with the kobolds, could have slaughtered them instead but they didn't so it lead to a nice bit of roleplay and my first NPC beloved by the players, who was improvised on the spot: An over eager kobold named Jerry who was send with them to fight the hag and the idea was that he was the weakest of the pack who wouldn't be missed. They did their best to keep him alive. He even managed to kill something. Just had regular kobold stats.
The third one had the players seek shelter at a castle which turned out to be abandoned and filled with recently killed people. More of a horror scenario.
Main surprise here was when I had a dying guard be a bit vague about what happened with his dying words and the paladin healed him before he could die so now he had to tell them of the children having turned into werewolves who someone locked in the dungeon as his final act (his severed arm was on the lever that controls the elevator.)
There was a vengeful ghost who raised zombies they had to fight, an evil amulet was hidden in the basement that could be sensed which drew in a weaker beholder kin (forgot the name) and when the players decided to play around with the elevator going back out to get a full rest and all that, I had a young white dragon crash through the front door.
I did give the dragon an extra hundred hit points which seemed to put the fight at a good balance. Ended with two out of four players down before it was killed by the bard. Could have gone easier if the ranger had not gone down the elevator to try and convince the beholder kin to fight the dragon. While not speaking any language it understands. The ranger was very lucky to survive.
Fourth one was a prison break with the three players captured by Drow to experiment on. Probably was my weakest one shot but I did put it all together in one afternoon when we needed one on late notice. Did not help that the three players where a paladin, barbarian and fighter. It limited their options. Early on I had to really prevent an early death because I thought it would suck for a player to be out of the game before even leaving the cell.
They straight up fought the armed guards outside, could have easily been a TPK against four half ogres at level 5 while unarmed, unarmored and unable to cast spells.
I should have given the players more to work with though, I should have had the drow captain take one away for experimentations, which I kind of hoped someone would taunt him enough for. That would have moved some guards away to go look.
They did still make it out though in a pretty cool way when the barbarian picked up the unconcious other two just before the exit portal and she jumped through. But they did avoid half the map and did not found much loot outside of their own equipment in storage. They missed the entire armoury.
I know from experience adapting is the most important thing as a DM. I kinda go with the flow in a campaign. You just never know what the players will do .
Fantastic video, thanks for the gift!
Actually, all good story telling is made of a series of “but”. Frodo inherited a magical ring but the ring is the one ring to rule them all. Frodo tries to bring the ring to Bree but he's hunted by black riders.
I'm craving Mac’n Cheese but my fridge is empty.
And so on.
Instant Drama isn't always the best way forward, though. Especially when you use "Yes, and..." and "No, but..." dogmatically.
You’re craving Mac and cheese but your cupboard is really a mimic. Who also loves Mac and cheese. 😅
@@galmorzu that would explain why I haven't seen my girlfriend in a while. (but that's a good thing)
Session zero was a game changer for me, great video
Oh yeah, let's go! More Dungeon Dudes!
Excellent list. So many DMs need to see this.
Another thing for me that I had to learn was not to withhold information. I liked making things a surprise and keeping this close to the chest so when I player changed to a Knowledge domain cleric and started asking me for a bunch of information I found it hard to want to give them it I've gotten better with it but I still struggle with telling information.
About time we had some decent content from these guys
I often put a lot of homebrew in my campaigns. Even pre-written ones if there's something I don't like I'll just change it. I do prep for lots of things, stat blocks, npcs, loot etc. But one thing I never prep for is enviroments. I always have a pretty good Idea in my head what things look like but when it come to drawing a battle map out I like doing in the moment. I might have last minute ideas or the players might have said something about the surroundings that I didn't think of and I'll just yes and it if I think its a good idea.
More of this please!!! I miss you guys focusing on the DM tips side of stuff
Great timing, I;'m running my first ever campaign (a 1 shot with three friends) in 3 weeks' time.
That geology group really rocks. 😊
I've done a thing where he describing a really cool place, and the player is like, "Let's go do that," but we have a time limit on when people are going to have to move away. So I asked if we could not do that for time purposes because our game has gone on for 2 years now, and we only have 1 year left. I have med students, so it's hard to schedule stuff. They agreed and moved on. This is just an example of when railroading is reasonably done.
My second ever experience of a TTRPG ended when it became clear that one of the players was hell-bent on getting all the other characters in the party imprisoned, maimed or killed. The DM wasn't happy about it but didn't stop it from happening (although maybe he did after I and one other player quit). Some groups just don't work.
a tip that helps me a lot on open worlds: don't prepare what happens, prepare what happend... or don't prepare to run the game accordingly to plan, prepare to improvise...
so i prepare statblocks for monsters and npcs in the region, i prepare cities the player could visit and i prepare descriptions (for my german games, i have to prepare descriptions in detail, english i only need a few small notes... which is fun, because german is my 2nd language (first is swissgerman -> so difference is a bit vocab, time forms, word endings, cases), english is my 4th language, but it's the language i use the most -> if i'm dming, i don't think in my native language, but in english, so i have to translate back in my native language as i play... descriptions of places are easy in english, swiss german is ok, but in german it is really hard, because just translating it results in really bad sounding descriptions, breaking your atmosphere)
OOO ty for this video i was looking to making my first campaign
Hey guys thank you for this video I’m a new DM and I need to just submit device I really appreciate this video
Just on the session 0, if you do enough communication ahead of time you can even do one at the same day as your session 1
I see a Dungeon Dudes video - I hit the Like Button. Then I actually watch the video.
Not all heroes wear capes.
I like your "happy medium" of prep advice.
A month to several months before one campaign is likely ending our online group has selected the next campaign and basically we end up having a months long session zero, creating and recreating the characters and weaving them together with each other.
Similar to your geology group, I'm a teacher who runs a game with some other teachers during our lunch period. The group includes two science teachers, a math teacher, a history teacher, language arts, and an intervention specialist. There is almost no situation I can put in front of them that one of them doesn't have some relevant knowledge. 🤦♂️
Also, planning a campaign and planning lessons have a lot in common! You have to have a goal in mind, and understand the relevant mechanics. Sometimes you need to prep a lot of specific materials in advance, and sometimes you can let them take the lead.
And always... students and players alike will ALWAYS throw you a curveball- so you just have to roll with it and make it work!
Awesome video thank you! Definitely has some points that I've learned recently through the first year of my first campaign!