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<blockquote data-quote="AlViking" data-source="post: 9762942" data-attributes="member: 6906980"><p>This is something I wrote up a while back, it’s a bit long but I hope it’s helpful. This is what works for me and has for a long time.</p><p></p><p>Advice for New Dungeon Masters: A Practical Philosophy</p><p>Style and Flexibility</p><ul> <li data-xf-list-type="ul">Every DM has their own rhythm. What works for one may not work for another.</li> <li data-xf-list-type="ul">The only constant: players will surprise you. Embrace it.</li> <li data-xf-list-type="ul">If running a module, let players know upfront. Ask them to follow the plot beats, but give them freedom in how they engage.</li> </ul><p>Preparation Without Overload</p><ul> <li data-xf-list-type="ul">You don’t need to prep everything—just enough to set the stage.</li> <li data-xf-list-type="ul">Focus on: <ul> <li data-xf-list-type="ul">Who’s who (NPCs and factions)</li> <li data-xf-list-type="ul">Likely encounters</li> <li data-xf-list-type="ul">Setting and atmosphere</li> </ul></li> </ul><p>Session 0: Building the Social Contract</p><ul> <li data-xf-list-type="ul">Decide on alignment boundaries. If even one player isn’t comfortable with evil PCs, don’t allow them.</li> <li data-xf-list-type="ul">Ban disruptive behavior like PvP theft or murder unless magically compelled.</li> <li data-xf-list-type="ul">Encourage character connections—everyone should know at least one other PC.</li> <li data-xf-list-type="ul">Ensure every character has a reason to adventure.</li> <li data-xf-list-type="ul">Share a short campaign intro—just enough for players to understand the world from a commoner’s perspective.</li> </ul><p>Campaign Planning: Start Small</p><ul> <li data-xf-list-type="ul">Begin with a tight scope: a dozen important NPCs, with varying degrees of influence is all you really need.</li> <li data-xf-list-type="ul">Use vague outlines for distant regions. You don’t need to know everything—just what the PCs might know.</li> <li data-xf-list-type="ul">Consider environmental details: architecture, climate, cultural influences.</li> <li data-xf-list-type="ul">Define the magic level—ubiquitous or mysterious?</li> <li data-xf-list-type="ul">Identify 2–5 power players per region. Keep it digestible.</li> </ul><p>Conflict and Hooks</p><ul> <li data-xf-list-type="ul">Sketch out current tensions: orc raids, political pressure, rising dark powers.</li> <li data-xf-list-type="ul">Drop hints, rumors, and NPC quirks as seeds for future development.</li> <li data-xf-list-type="ul">Let factions evolve organically. You don’t need answers to every mystery—just compelling questions.</li> </ul><p>Geography and Perspective</p><ul> <li data-xf-list-type="ul">Map only what’s needed. Think in terms of what the PCs would realistically know.</li> <li data-xf-list-type="ul">Use local knowledge to shape descriptions. Most villagers won’t know what’s beyond the next valley.</li> </ul><p>Events in Motion</p><ul> <li data-xf-list-type="ul">Keep motivations high-level. Let the players’ actions shape the unfolding drama.</li> <li data-xf-list-type="ul">Rumors and ambiguity are your friends. They create tension without locking you into a fixed outcome.</li> <li data-xf-list-type="ul">Listen between the lines. Players often drop gold nuggets of inspiration when they think you’re not paying attention.</li> </ul><p>Dangling Plot Threads</p><ul> <li data-xf-list-type="ul">End sessions with a recap and clear options.</li> <li data-xf-list-type="ul">Let players choose their path, and be ready to follow their curiosity.</li> <li data-xf-list-type="ul">NPCs like “Felicia the Mad” can become major arcs if players latch onto them.</li> </ul><p>Improvisation Tools</p><ul> <li data-xf-list-type="ul">Keep random lists handy: names, taverns, items, quirks.</li> <li data-xf-list-type="ul">Use generators and cheat sheets to stay nimble.</li> <li data-xf-list-type="ul">Track interactions so consequences can ripple through the world. You may not have expected Yasmine the bartender at the Fat Bulldog to be important but that changed during the session. Make a note of it.</li> </ul><p></p><p>After the Game</p><ul> <li data-xf-list-type="ul">Write a quick summary for yourself—ideally the same day.</li> <li data-xf-list-type="ul">If inspired, post a recap from a character’s POV. It deepens immersion and builds continuity.</li> </ul><p></p><p>Conclusion</p><p>Congratulations, you finally made it to the end! My final thoughts on this are simple. Have fun and don’t sweat the small stuff. You’re going to make mistakes, we all do. I still do. Different groups game for different reasons. For some it's just an opportunity to roll some dice while eating junk food and talking about their daily lives. For others it's about building a deep fantasy world where when you are at the table you are Torg the Barbarian who has never heard of this "football game" of which you speak. Let the group guide you as much as you guide them and try to find a balance.</p><p></p><p>The most important thing of all is to remember that nobody is a perfect DM. If people are engaged and having fun you are doing it right. Good luck!</p></blockquote><p></p>
[QUOTE="AlViking, post: 9762942, member: 6906980"] This is something I wrote up a while back, it’s a bit long but I hope it’s helpful. This is what works for me and has for a long time. Advice for New Dungeon Masters: A Practical Philosophy Style and Flexibility [LIST] [*]Every DM has their own rhythm. What works for one may not work for another. [*]The only constant: players will surprise you. Embrace it. [*]If running a module, let players know upfront. Ask them to follow the plot beats, but give them freedom in how they engage. [/LIST] Preparation Without Overload [LIST] [*]You don’t need to prep everything—just enough to set the stage. [*]Focus on: [LIST] [*]Who’s who (NPCs and factions) [*]Likely encounters [*]Setting and atmosphere [/LIST] [/LIST] Session 0: Building the Social Contract [LIST] [*]Decide on alignment boundaries. If even one player isn’t comfortable with evil PCs, don’t allow them. [*]Ban disruptive behavior like PvP theft or murder unless magically compelled. [*]Encourage character connections—everyone should know at least one other PC. [*]Ensure every character has a reason to adventure. [*]Share a short campaign intro—just enough for players to understand the world from a commoner’s perspective. [/LIST] Campaign Planning: Start Small [LIST] [*]Begin with a tight scope: a dozen important NPCs, with varying degrees of influence is all you really need. [*]Use vague outlines for distant regions. You don’t need to know everything—just what the PCs might know. [*]Consider environmental details: architecture, climate, cultural influences. [*]Define the magic level—ubiquitous or mysterious? [*]Identify 2–5 power players per region. Keep it digestible. [/LIST] Conflict and Hooks [LIST] [*]Sketch out current tensions: orc raids, political pressure, rising dark powers. [*]Drop hints, rumors, and NPC quirks as seeds for future development. [*]Let factions evolve organically. You don’t need answers to every mystery—just compelling questions. [/LIST] Geography and Perspective [LIST] [*]Map only what’s needed. Think in terms of what the PCs would realistically know. [*]Use local knowledge to shape descriptions. Most villagers won’t know what’s beyond the next valley. [/LIST] Events in Motion [LIST] [*]Keep motivations high-level. Let the players’ actions shape the unfolding drama. [*]Rumors and ambiguity are your friends. They create tension without locking you into a fixed outcome. [*]Listen between the lines. Players often drop gold nuggets of inspiration when they think you’re not paying attention. [/LIST] Dangling Plot Threads [LIST] [*]End sessions with a recap and clear options. [*]Let players choose their path, and be ready to follow their curiosity. [*]NPCs like “Felicia the Mad” can become major arcs if players latch onto them. [/LIST] Improvisation Tools [LIST] [*]Keep random lists handy: names, taverns, items, quirks. [*]Use generators and cheat sheets to stay nimble. [*]Track interactions so consequences can ripple through the world. You may not have expected Yasmine the bartender at the Fat Bulldog to be important but that changed during the session. Make a note of it. [/LIST] After the Game [LIST] [*]Write a quick summary for yourself—ideally the same day. [*]If inspired, post a recap from a character’s POV. It deepens immersion and builds continuity. [/LIST] Conclusion Congratulations, you finally made it to the end! My final thoughts on this are simple. Have fun and don’t sweat the small stuff. You’re going to make mistakes, we all do. I still do. Different groups game for different reasons. For some it's just an opportunity to roll some dice while eating junk food and talking about their daily lives. For others it's about building a deep fantasy world where when you are at the table you are Torg the Barbarian who has never heard of this "football game" of which you speak. Let the group guide you as much as you guide them and try to find a balance. The most important thing of all is to remember that nobody is a perfect DM. If people are engaged and having fun you are doing it right. Good luck! [/QUOTE]
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