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<blockquote data-quote="Scribble" data-source="post: 4738890" data-attributes="member: 23977"><p>Storm: Welcome to D&D! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Sounds like you're on a pretty good track so far. I think part of the fun of D&D is learning what works through play, so some tiops I have?</p><p></p><p>1. Never stop being open to change. Especialy as a DM, I think it's important to never get so stuck in your ways that you never try something different.</p><p></p><p>2. Don't be afraid to mess up. All of us mess up, but it's just a game with friends. If you screw up, note it, and fix it later. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>3. Remember it's all in fun, so so are rules arguments. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> People argue about rules at the table. It happens. Everyone tries to minimize it, but I still say sometimes those are the times you remember because in the end, it's a game, and we finally remember how silly the argument was to begin with. (My best man and I still to this day talk about an argument we had about wether tht spectre really could have "punched" through his characters chest to kill him...)</p><p></p><p>4. Don't be afraid of going with your gut. DM's sometimes have to improvise. (DM's have to improvise a LOT actually.) Go with your gut. Sounds like you're a creative person, so don't be afraid to use that creativity at the table. Even when it comes to rules. If you can't remember the specifics of soemthing, go with what works right now. Again you can always fix things later.</p><p></p><p>D&D I think is one of the most creative group activities out there. I like to think of it like a group of wriers coming togetehr and tellign a story.</p><p></p><p>As the DM you get to mainly set the tone of the work, the basic plot, and you get to think up actions for the bad guys and the bacground cast members.</p><p></p><p>The players get to think up what the heros would say or do.</p><p></p><p>The dice are the silent partner that don't make any suggestions, but ultimately tell the other authors if their idea is accepted or not.</p><p></p><p>Have fun!</p></blockquote><p></p>
[QUOTE="Scribble, post: 4738890, member: 23977"] Storm: Welcome to D&D! :) Sounds like you're on a pretty good track so far. I think part of the fun of D&D is learning what works through play, so some tiops I have? 1. Never stop being open to change. Especialy as a DM, I think it's important to never get so stuck in your ways that you never try something different. 2. Don't be afraid to mess up. All of us mess up, but it's just a game with friends. If you screw up, note it, and fix it later. :D 3. Remember it's all in fun, so so are rules arguments. :) People argue about rules at the table. It happens. Everyone tries to minimize it, but I still say sometimes those are the times you remember because in the end, it's a game, and we finally remember how silly the argument was to begin with. (My best man and I still to this day talk about an argument we had about wether tht spectre really could have "punched" through his characters chest to kill him...) 4. Don't be afraid of going with your gut. DM's sometimes have to improvise. (DM's have to improvise a LOT actually.) Go with your gut. Sounds like you're a creative person, so don't be afraid to use that creativity at the table. Even when it comes to rules. If you can't remember the specifics of soemthing, go with what works right now. Again you can always fix things later. D&D I think is one of the most creative group activities out there. I like to think of it like a group of wriers coming togetehr and tellign a story. As the DM you get to mainly set the tone of the work, the basic plot, and you get to think up actions for the bad guys and the bacground cast members. The players get to think up what the heros would say or do. The dice are the silent partner that don't make any suggestions, but ultimately tell the other authors if their idea is accepted or not. Have fun! [/QUOTE]
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