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DM needs some tips please
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<blockquote data-quote="Balgus" data-source="post: 467103" data-attributes="member: 8113"><p>It's not easy being DM- but here are some tips...</p><p></p><p>1)don't plan EVERYTHING out beforehand. Just have a clear picture in your mind what you plan on happening and let your players make decisions.</p><p>2) Number your encounters/traps/rooms/monster. Then place each one a notecard in numerical number. Each encounter has all the essential stats (monster stat block, DC,etc) and all you have to do is flip through them when the players get into X room. </p><p>3)there is no shame in running a storebought campaign. Many DMs find it hard to squeeze out teh time to write up a whole adventure campaign. So why try. Buyone, read it over a couple times and make out the notecards. </p><p>4)rule 0 is your friend. If you are ever in doubt- just make sometihng up on the fly- just to keep the game going. If you find out you were wrong later- apologise. But don't bog down the fun with arguments with players about rules.</p><p>5)never name your monsters. Instead describe them. You will find that a lot of people have comitted to memory the MM, MoF and other creatures compendium. If you announce that it is a Troll, they will know his weakness is fire/acid. Instead, say it is a 7 ft tall green humanoid with long pointy nose. Most players would know- but some won't.</p><p></p><p>have fun...<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Balgus, post: 467103, member: 8113"] It's not easy being DM- but here are some tips... 1)don't plan EVERYTHING out beforehand. Just have a clear picture in your mind what you plan on happening and let your players make decisions. 2) Number your encounters/traps/rooms/monster. Then place each one a notecard in numerical number. Each encounter has all the essential stats (monster stat block, DC,etc) and all you have to do is flip through them when the players get into X room. 3)there is no shame in running a storebought campaign. Many DMs find it hard to squeeze out teh time to write up a whole adventure campaign. So why try. Buyone, read it over a couple times and make out the notecards. 4)rule 0 is your friend. If you are ever in doubt- just make sometihng up on the fly- just to keep the game going. If you find out you were wrong later- apologise. But don't bog down the fun with arguments with players about rules. 5)never name your monsters. Instead describe them. You will find that a lot of people have comitted to memory the MM, MoF and other creatures compendium. If you announce that it is a Troll, they will know his weakness is fire/acid. Instead, say it is a 7 ft tall green humanoid with long pointy nose. Most players would know- but some won't. have fun...;) [/QUOTE]
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