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First time Dad DM has some questions!
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<blockquote data-quote="Shaunobi" data-source="post: 6574096" data-attributes="member: 6792321"><p>Alright - I've been spending more time digging into D&D with my kids - watched videos, read through resources people posted, and made some notes. Due to school, camps, and general weekend usiness haven't spent more time on our main campaign.</p><p></p><p>Here are some notes I've made after following up on several resources people suggested; hopefully they help other beginners:</p><p></p><ul> <li data-xf-list-type="ul"> Figure out the PCs goals, create a natural obstacle, let the story tell itself</li> <li data-xf-list-type="ul"> Use a short "game session 0" to establish expectations about setting, PC back-stories, etc. Some of this seems covered by 5E character creation (ideals, traits, etc.)</li> <li data-xf-list-type="ul"> Story happens during play, so prep situations, not story. Situation formula: an event with a question attached. If you want to create a story, then create a "box" for it and let it evolve. Example: for a murder mystery, start with the crime, move to interrogating NPCs, then they confront suspect.</li> <li data-xf-list-type="ul"> For players: answer the question "what do you do?" by thinking about your character and motivations.</li> <li data-xf-list-type="ul"> Be active, not passive. Show your character, don't tell. Don't say "my character wouldn't...". Embrace failure into the narrative and try to tell a story you remember for years to come.</li> <li data-xf-list-type="ul"> Say "yes, but" instead of "no". Invent ways to allow PCs to do things together. Try playing like an NPC - no long-term motivations, just pure story-telling. You are agreeing with the other players to create a fun and interesting story. Pick between Brecht (self-aware role play) and Stanislavski (always in-character role play).</li> </ul><p></p><p>One interesting consensus seems to be that mechanics are secondary to the DM's main job. I'm learning mechanics, and they seem pretty important, but the sources I've read seem to indicate that guiding the story is a more important skill.</p><p></p><p>I actually have spent some time over the last 9 months doing something like impromptu role playing with the kids. Awhile back I read this post: <a href="http://www.quora.com/Is-reading-too-much-fiction-bad-for-children" target="_blank">http://www.quora.com/Is-reading-too-much-fiction-bad-for-children</a> and more specifically the section where Ellen Burchett talks about how her mom would give her "what if?" scenarios:</p><p></p><p></p><p></p><p>I have spent the last 8 months or so doing that while we're on walks. The kids now ask to play the game while we're walking, driving, or eating dinner. I think it's great for three things so far: first, it teaches them improv; to embrace the scene as presented and run with it. Second, it teaches them critical thinking as every scenario is really a problem to solve, though honestly this is probably a weak effect. Third, it teaches them to be creative and just open up and start inventing.</p><p></p><p>[HR][/HR]</p><p></p><p>Anyhow, didn't get a chance to play with kids last weekend, but it's looking like I will this weekend! Will report back on second session.</p></blockquote><p></p>
[QUOTE="Shaunobi, post: 6574096, member: 6792321"] Alright - I've been spending more time digging into D&D with my kids - watched videos, read through resources people posted, and made some notes. Due to school, camps, and general weekend usiness haven't spent more time on our main campaign. Here are some notes I've made after following up on several resources people suggested; hopefully they help other beginners: [LIST] [*] Figure out the PCs goals, create a natural obstacle, let the story tell itself [*] Use a short "game session 0" to establish expectations about setting, PC back-stories, etc. Some of this seems covered by 5E character creation (ideals, traits, etc.) [*] Story happens during play, so prep situations, not story. Situation formula: an event with a question attached. If you want to create a story, then create a "box" for it and let it evolve. Example: for a murder mystery, start with the crime, move to interrogating NPCs, then they confront suspect. [*] For players: answer the question "what do you do?" by thinking about your character and motivations. [*] Be active, not passive. Show your character, don't tell. Don't say "my character wouldn't...". Embrace failure into the narrative and try to tell a story you remember for years to come. [*] Say "yes, but" instead of "no". Invent ways to allow PCs to do things together. Try playing like an NPC - no long-term motivations, just pure story-telling. You are agreeing with the other players to create a fun and interesting story. Pick between Brecht (self-aware role play) and Stanislavski (always in-character role play). [/LIST] One interesting consensus seems to be that mechanics are secondary to the DM's main job. I'm learning mechanics, and they seem pretty important, but the sources I've read seem to indicate that guiding the story is a more important skill. I actually have spent some time over the last 9 months doing something like impromptu role playing with the kids. Awhile back I read this post: [url]http://www.quora.com/Is-reading-too-much-fiction-bad-for-children[/url] and more specifically the section where Ellen Burchett talks about how her mom would give her "what if?" scenarios: I have spent the last 8 months or so doing that while we're on walks. The kids now ask to play the game while we're walking, driving, or eating dinner. I think it's great for three things so far: first, it teaches them improv; to embrace the scene as presented and run with it. Second, it teaches them critical thinking as every scenario is really a problem to solve, though honestly this is probably a weak effect. Third, it teaches them to be creative and just open up and start inventing. [HR][/HR] Anyhow, didn't get a chance to play with kids last weekend, but it's looking like I will this weekend! Will report back on second session. [/QUOTE]
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