MichaelSomething
Legend
By becoming a member of Enworld, you're already put yourself ahead of ninety percent of DMs out there! For Enworld is an endless fountain of D&D knowledge you can learn from.
This is a cool idea. Potion cards that the dm hands out during the adventure when you find it in treasure and stuff. But the dm collects the cards at the end of the session and hands them back out to the players at the beginning of the next session to be redistributed to the players that show up to the game.A different idea I like to use is card handouts. I make magic item cards with things like potions and more minor items that they will use and pass them out to have something to use as they pass it back in. I also make unique items like swords with cool powers to pass out instead of having to have them write it all down. It also lets new players see the description of how much this potion heals over a different potion, or reminds them that this pendant lets you heal twice the HP as a visual clue.
That's how we all started. Keep at it and you'll start to feel more comfortable at it.Yessir! Just trying to fake it till I make it out here, and they have noooo idea!
Yeah, it is for sure a ridiculous amount of players to handle. I'm really liking the idea of splitting things into two groups, and I appreciate that so many of you are suggesting that I do so. It's something I had been going back and forth on, but with all the advice, I really do think it is a wise action to take.Welcome to the forums!
Sorry to dogpile, but as everyone has been saying eight is a lot of folks to start out with, and I would encourage splitting the group if you have the time to run two games. You can use plot to even encourage splitting up (half the group needs to go here, the other half here, due to time constraints). You don't even have to split for every game, but the more you do I think the less burnout you'll face.
Also, take some of the load off your shoulders and let the player's actions/reactions write the direction of some elements of the storyline, especially if they have written backgrounds for their characters (if they haven't, encourage them to drop something about their past occasionally, then see if you can riff off it). Having things open enough so the players can pursue what interests them helps both you (giving you fodder for prep) and them stay involved in the game. Just be careful not to run things in a direction where if a player drops out or their character dies the game comes to a screeching halt because the plot thread is now dead.
Finally, if you haven't already, check out places like DriveThruRPG/DM's Guild or other online shops. There's a lot of premade material out there that can help enhance your game and adventures and scenarios you can drop in to cut down on back-end prep. There's various free random generators all over the web that also help in those times when you get stuck or sideswiped by your players. If you don't use electronics at your game table, visit them ahead of your game and download/print them out for later use when you might need them.
Good luck!
This is fantastic! Thank you so much!If you have the time to watch, the Running the Game series by MCDM (Matt Colville) is superb. You only need to watch the first 8-10 episodes to get your feet wet (personally, I watched the whole thing). The first ones are anywhere from a few minutes to half an hour each.
Here’s the link to the intro episode:
Oh certainly! It's already been such an insightful experience on here, and everyone has been so very kind.By becoming a member of Enworld, you're already put yourself ahead of ninety percent of DMs out there! For Enworld is an endless fountain of D&D knowledge you can learn from.