D&D 5E Advice wanted for DMing a new campaign

Affekonig

First Post
Howdy all.

I am a long time DM but this weekend it will be my first time running one of the new 5e campaigns (Out of the Abyss) and I am looking for some advice. After reading through the book I have determined one thing, there is a mega crap ton of detail and information. So the advice I am looking for is, how the hell do you keep it organized and straight while still generating a good time for the players? Trying to run the NPCs in the first chapter will be tough enough and I want to try and be as creative as I can with the story telling but it seems like there is so much to manage that it will be difficult. Am I panicking needlessly or do you all have some helpful managing tools to keep it running smoothly? Mucho Thanko
 

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These hardbound adventures are almost like mini-novellas. A lot of data. I would almost recommend carefully reading through it, cover to cover and takes notes, and most definately tweak it. Make changes to what you don't like/understand or agree with (make parts of it your own). Take parts out that may not fit with your style, or may not make sense to you. Treat it like you're studying for a test. Also, if it doesn't seem to flow - make yourself a flow chart, or what I like to call a sequence of events. Don't over-anticipate, just give yourself a general idea of the flow, where it "should" go, barring player zigs and zags.
 
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I'm in much the same boat. Here's my process for Out of the Abyss.

1.) I skimmed it once, and am now reading it a little more thoroughly. Next, I'll closely re-read the beginning, and anything that seems like it's going to be particularly tricky.

2.) I do not take notes. I try to really get an understanding of how the environment works, what the major events are, and and how the major NPCs interact with each other and with the PCs. Once I internalize that, I can wing the rest.

3.) I look for online resources. There are NPC face cards floating around out there, and also a "Drow Pursuit" worksheet.

4.) Personally, I know that once the game starts, I'm going to have no energy to do more than read the upcoming section before running it. I intend to do as much prep as possible before the campaign starts: printing out resources, sorting minis for the different sections, etc. Basically, using my pre-campaign enthusiasm to get me through the "oh god why did I agree to run this" days.

5.) I'm putting myself in the mindset that each adventure is like a TV show episode. For example, if the book says the PCs travel for 45 days, I plan on skipping the boring stuff and starting with a "cold open". "You've been traveling for 45 days, and food has been scarce. Your travelling companions are starting to look at you hungrily...." Basically, allowing myself to deviate from adventure-as-written when it would make a more compelling "episode".

I bet you're going to get a lot of different answers. Pick and choose the ones that work for you. Good luck!
 

When I prep a campaign I read it over and then create an outline of possible paths/choices. I try to note rp ideas, npc/monster personality and motive more than anything else. That way, when pcs encounter something I can develop the scene more naturally. In the outline I identify 1 key clue or necessity so I make sure pcs get important story details or hooks, but I don't go crazy with other notes. Often, as long as the essentials surface in game play, I can modify and improvise to react to player decisions or interests.

Interestingly, my games run best when I forget a lot of the pre-written stuff and I take mechanical and narrative control of encounters. Basically, I read the adventure carefully and then make it my own.

Also note, before each session, I re-examine my outlines and modify as appropriate.

Unfortunately, I'm running Princes of the Apocalypse now so I can't give any concrete advice for OotA.
 

Index cards help. I write encounter/event notes on an index card with a title that matches the book. Then I order the cards in the order I think they will be used and throw them away after they are used (cuts down on the clutter). I've got the same problem with the big modules published for 5e. The huge amount of data to absorb is a serious challenge. My books are full of margin notes and highlights and I will still forget some details making me adjust on the fly to accommodate my unintentional changes.
 

It is easier to keep up with an adventure once you've made it your own. I read the adventure and pick out the major plot items, that I find interesting. Then I write my own adventure based heavily off the campaign. I to keep to the spirit of the adventure, and maintain the major plot point.
 

Here is how I'm doing it.

1. Gave the module a read to get a feel for it.

2. Told the players what the starting scenario. I had them make characters and backgrounds before I started planning because I always try to incorporate backgrounds into the story. I need to know what they are before they start. I had them include in their background how they were captured.

3. Started play. Session 1 should be very free form role-playing. Allow them to get used to the routine of the prison and interact with the prisoners. I let my players get in some prison fights and assert their dominance. I had the guards beat them up a little. Have some fun with it and try to give each prisoner a unique personality. Once relationships are established, let the planning begin. You should have no preconceived ideas for how the players escape, though I do suggest using the demon attack as a distraction. It fits the adventure in so many ways. The demons are powerful enough to draw the attention of the high priestess of the compound.

4. Focus on each chapter as a separate entity. The chapter breakdown is pretty helpful. It allows you to prepare each section as you might a standalone module. The prison section played out nicely using all the bits within it. Now I'm on the Underdark travel section. The tables and information they provide is surprisingly effective even using random rolls with very little modification for making interesting characters. I'm very impressed by the table design for terrain and creatures. Lots of inspiration on both tables for designing fun, interesting, and setting appropriate encounters that give a strong feeling of being in the Underdark. The foraging rules are easy to use. The fungi give you some room to play as a DM throwing in some strange and exotic food/dangers.

So far I'm impressed by Out of the Abyss. It's very well done and user friendly. The format gives you all the tools you need to make a fun adventure with a little preparation. I'd definitely follow the chapter by chapter format letting whatever occurs in the previous chapter take you to the next part of the adventure. The players get to choose where they want to go and what they want to do. You can find appropriate challenges for any level party in each area. Even stuff that might be higher or lower level can still be very interesting.
 

Howdy all.

I am a long time DM but this weekend it will be my first time running one of the new 5e campaigns (Out of the Abyss) and I am looking for some advice. After reading through the book I have determined one thing, there is a mega crap ton of detail and information. So the advice I am looking for is, how the hell do you keep it organized and straight while still generating a good time for the players? Trying to run the NPCs in the first chapter will be tough enough and I want to try and be as creative as I can with the story telling but it seems like there is so much to manage that it will be difficult. Am I panicking needlessly or do you all have some helpful managing tools to keep it running smoothly? Mucho Thanko

I suggest developing an acute case of multiple personality disorder ;)

But more seriously, I'm adapting Out of the Abyss for my own game so I haven't been too concerned with the NPCs. However, if I was, one of the things I'd do is create a quick spreadsheet listing the NPCs, whether alive or dead, which chapter/location they met the PCs in, one-word alignment/motivation, any chapter/location in which I foresee them playing a significant role, and any special notes (e.g. "petrified in the Labyrinth, PCs have sworn to rescue but got side-tracked").

There are definitely Out of the Abyss resources out there. The one I know of being this exploration spreadsheet: https://docs.google.com/spreadsheets/d/14F3QaNMh60AxGgJ-EXV95mJ8bp-UHmpA8gVDuxTq8Vg/edit#gid=0

There's also a large thread here on the forums about resources and tips for running Out of the Abyss specifically: http://www.enworld.org/forum/showthread.php?469005-DMing-quot-Out-of-the-Abyss-quot/page16

Oh, and welcome to ENWorld :)
 

2 organizational tools:

1. Microsoft OneNote - Oh my goodness! ESPECIALLY ESPECIALLY ESPECIALLY if you run your game or can run your game out of a laptop. Or have one next to you at the game table. It's free. It's perfect for organizing a campaign for any DM. The only reason I personally do not use this any longer is because I play exclusively online and Roll20 has handouts built in that I basically use exactly like I use to use OneNote. Seriously try it out. I recommend a setup of like: New Notebook "Out of the Abyss". Then make a person tab, place tab, and things tab (anything here like magic items or a scrawled note etc). It can all link back to each other as well. After that make chapter tabs and start filling it all in.

2 Note cards - Colored ones specifically. Again I recommend breaking info down by person, place and thing. The colors help you keep them organized.

Good luck!
 

My suggestion is... don't play or plan out such a big campaign so early! just read the first bit. play that. see where it goes from there. Maybe your PCs will depart the expected plot completely.
 

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