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Any tips/tricks for a new D&D DM?
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<blockquote data-quote="Imaculata" data-source="post: 7065165" data-attributes="member: 6801286"><p>1. A session 0 helps get you and your players get on the same page. It also helps if everyone is together when they make their characters. And ask them <u>not to make evil characters.</u> Be clear about what you expect of them as players.</p><p></p><p>2. Prepare! Have town names, npc names, and details ready.</p><p></p><p>3. Learn by running a pre-made module.</p><p></p><p>4. As said by other posters, start small.</p><p></p><p>5. Make sure you are familiar with the monsters you are about to run, and don't have to look up their abilities during play. You can print out a copy of the monsters and have them at the ready.</p><p></p><p>6. Be familiar with the basic rules of combat and ability checks.</p><p></p><p>7. You don't need miniatures, but often some maps, and simple pawns, can help illustrate certain scenes. Especially when combat is involved.</p><p></p><p>8. Keep a record of all the characters and places you introduce in your campaign.</p><p></p><p>9. It is better to say "Yes... and", then to say "No, you can't", when a player wants to do something.</p><p></p><p>10. A regional map, helps with getting the players into the game. It is a thing that both you and your players will often be able to refer to. I highly encourage it. But don't fall into the trap of making it too big. Start small.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7065165, member: 6801286"] 1. A session 0 helps get you and your players get on the same page. It also helps if everyone is together when they make their characters. And ask them [U]not to make evil characters.[/U] Be clear about what you expect of them as players. 2. Prepare! Have town names, npc names, and details ready. 3. Learn by running a pre-made module. 4. As said by other posters, start small. 5. Make sure you are familiar with the monsters you are about to run, and don't have to look up their abilities during play. You can print out a copy of the monsters and have them at the ready. 6. Be familiar with the basic rules of combat and ability checks. 7. You don't need miniatures, but often some maps, and simple pawns, can help illustrate certain scenes. Especially when combat is involved. 8. Keep a record of all the characters and places you introduce in your campaign. 9. It is better to say "Yes... and", then to say "No, you can't", when a player wants to do something. 10. A regional map, helps with getting the players into the game. It is a thing that both you and your players will often be able to refer to. I highly encourage it. But don't fall into the trap of making it too big. Start small. [/QUOTE]
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