Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
First time playing D&D and I'm the DM. Anyone feeling helpful?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shiroiken" data-source="post: 7097791" data-attributes="member: 6775477"><p>If that player is going to be in your game, don't bother. Just show up with one of the D&D board games or something. That kind of experience is not conductive to teaching and learning (as you've discovered).</p><p></p><p>I am always willing to help new people learn to DM (it's an obligation I have to the one who mentored me). I will provide a few general tips before we jump into your specifics:</p><p></p><p>Read the Rules. I know this seems obvious, but you'd be surprised. I'd strongly suggest you at least browse the DMG and Player's Handbook (or the How to Play rules and Character creation guidelines if you're using the Free Basic game). The big things to know are Ability Checks, Attacks, and Saving Throws. Attacks are pretty straight forward, and Saving Throws are pretty simple to understand. The simple gist of Ability Checks is as follows "when you are in doubt as the success of an action, roll 1d20 adding the appropriate ability modifier (plus proficiency if there is a relevant skill)." Don't have them roll for everything, since most things can be done without worry, and don't let them roll for the impossible. That's 90% of the game right there.</p><p></p><p>As DM, your primary job once the game is started is to provide the adventure you've already written and adjudicate the actions taken by the players. They are not your enemy ("beating my monsters too easily") nor are they your friends/relatives ("well, Josh brought pizza, so I can't kill him"). You need to stay neutral to their fate, allowing them to rise or fall based on their own choices. Playing favorites or trying to get revenge is a quick way to end the game (and friendships). That said, when you have to make a ruling that someone doesn't like, only give them one chance to make a case the other way (and actually listen to it). Don't let the game get bogged down because someone is unhappy with your ruling, because this will ruin not only your fun, but everyone else's too.</p><p></p><p>Plan your time. I know this is going to be really hard, since you've never actually played, but you need to know how long each session is going to be. Ideally you want to make sure you find a good stopping point just before the time is up, because often real life will prevent overtime. It really sucks to have to stop in the middle of a battle or during a tense social scene.</p><p></p><p>Figure out how you want to handle missing players. This is often a sticking point for many groups, so make sure everyone understands and agrees (even if reluctantly) on how to do it. For your first game, I'd suggest that whoever isn't there has their character fall ill. They aren't too ill to travel, but they don't contribute to anything. and they seem to escape most traps and fights unscathed. It's a bit lame, but it's simple.</p><p></p><p>Danger Will Robinson! Danger!</p><p>Never start new players out at anything other than level 1. I know that in 5E levels 1&2 are apprentice tier, but your players (and you) are actually apprentices for the game! Besides limiting options (which is good for new players), you don't have to remember as many things either. Most importantly (IMO), players who start at higher levels tend to despise the levels that they've skipped, because they never get over that first impression.</p><p></p><p>Don't break it down by session, but rather by chapter/scene. You have no idea how long each will take, and you don't want to run long, nor fall short.</p><p></p><p>Unless you are providing backgrounds or per-generated characters, I'd avoid the strangers aspect. This is particularly difficult for new players to deal with, since they don't have any knowledge of what a character history should be. The captain seems like a fine NPC, but don't expect the PCs to like him (and possibly kill him once they get to the trading post).</p><p></p><p>If the snake is killing the captain, the players should wake up to his death cry. This is often refereed to as a cut scene (from video games), and advanced gamers tend to dislike them, so don't over use it. Also be prepared for the party to set an overnight watch. If this happens, have the captain volunteer for the last watch (so he can still die off screen). Make sure you have a plan if the party doesn't go to the village, because if you force the issue, this is called railroading, another method that is disliked by advanced gamers. Your new players may not notice (or care), but they might.</p><p></p><p>Rather than strength, I'd make the lands the snake people dwell in taboo for the tribe. Others can freely enter, but to do so by the Tongu means certain death.</p><p></p><p>Avoid having too many NPCs with the party. They are a pain to keep track of. I'd suggest making the woman the translator, even though it's a bit convenient. </p><p></p><p>This seems like a decent stopping point, but you might need to stop before the village or after meeting the hag.</p><p></p><p>1) Have the tattoo grant a few extra HP (especially if you start at level 1, which you should). Granting +5 HP is pretty strong early, but less useful as the game goes on.</p><p></p><p>2) Better off as a social scene. If the player prove themselves sincere in their desire to help the tribe (either with Deceit, Intimidation, or Persuasion). A detailed ceremony would be good, since it would make the tribe seem more real to the players.</p><p></p><p>3) With new players, this is probably too much. Don't sweat it, but remember to design by chapters, not sessions (yes, it's wonderful when chapters and sessions line up, but that never happens).</p><p></p><p>4) I would allow normal PHB gear (including Potions). Additionally, if you're worried about it, the Tribe might be able to provide a few potions. Even better is if the woman is a healer (either Healer Feat or a level 1 Cleric with no offensive spells).</p><p></p><p>5) The end of the session will likely be determined by time, no matter what you try. When you play normally (and are good at timing your sessions), you want to vary up your endings anyway. Ending just before or after combat is usually very exciting. Ending after being given a quest or knowledge needed to complete the quest is also good, because it gets the party thinking about what will happen next.</p><p></p><p>Whatever happens, good luck!</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7097791, member: 6775477"] If that player is going to be in your game, don't bother. Just show up with one of the D&D board games or something. That kind of experience is not conductive to teaching and learning (as you've discovered). I am always willing to help new people learn to DM (it's an obligation I have to the one who mentored me). I will provide a few general tips before we jump into your specifics: Read the Rules. I know this seems obvious, but you'd be surprised. I'd strongly suggest you at least browse the DMG and Player's Handbook (or the How to Play rules and Character creation guidelines if you're using the Free Basic game). The big things to know are Ability Checks, Attacks, and Saving Throws. Attacks are pretty straight forward, and Saving Throws are pretty simple to understand. The simple gist of Ability Checks is as follows "when you are in doubt as the success of an action, roll 1d20 adding the appropriate ability modifier (plus proficiency if there is a relevant skill)." Don't have them roll for everything, since most things can be done without worry, and don't let them roll for the impossible. That's 90% of the game right there. As DM, your primary job once the game is started is to provide the adventure you've already written and adjudicate the actions taken by the players. They are not your enemy ("beating my monsters too easily") nor are they your friends/relatives ("well, Josh brought pizza, so I can't kill him"). You need to stay neutral to their fate, allowing them to rise or fall based on their own choices. Playing favorites or trying to get revenge is a quick way to end the game (and friendships). That said, when you have to make a ruling that someone doesn't like, only give them one chance to make a case the other way (and actually listen to it). Don't let the game get bogged down because someone is unhappy with your ruling, because this will ruin not only your fun, but everyone else's too. Plan your time. I know this is going to be really hard, since you've never actually played, but you need to know how long each session is going to be. Ideally you want to make sure you find a good stopping point just before the time is up, because often real life will prevent overtime. It really sucks to have to stop in the middle of a battle or during a tense social scene. Figure out how you want to handle missing players. This is often a sticking point for many groups, so make sure everyone understands and agrees (even if reluctantly) on how to do it. For your first game, I'd suggest that whoever isn't there has their character fall ill. They aren't too ill to travel, but they don't contribute to anything. and they seem to escape most traps and fights unscathed. It's a bit lame, but it's simple. Danger Will Robinson! Danger! Never start new players out at anything other than level 1. I know that in 5E levels 1&2 are apprentice tier, but your players (and you) are actually apprentices for the game! Besides limiting options (which is good for new players), you don't have to remember as many things either. Most importantly (IMO), players who start at higher levels tend to despise the levels that they've skipped, because they never get over that first impression. Don't break it down by session, but rather by chapter/scene. You have no idea how long each will take, and you don't want to run long, nor fall short. Unless you are providing backgrounds or per-generated characters, I'd avoid the strangers aspect. This is particularly difficult for new players to deal with, since they don't have any knowledge of what a character history should be. The captain seems like a fine NPC, but don't expect the PCs to like him (and possibly kill him once they get to the trading post). If the snake is killing the captain, the players should wake up to his death cry. This is often refereed to as a cut scene (from video games), and advanced gamers tend to dislike them, so don't over use it. Also be prepared for the party to set an overnight watch. If this happens, have the captain volunteer for the last watch (so he can still die off screen). Make sure you have a plan if the party doesn't go to the village, because if you force the issue, this is called railroading, another method that is disliked by advanced gamers. Your new players may not notice (or care), but they might. Rather than strength, I'd make the lands the snake people dwell in taboo for the tribe. Others can freely enter, but to do so by the Tongu means certain death. Avoid having too many NPCs with the party. They are a pain to keep track of. I'd suggest making the woman the translator, even though it's a bit convenient. This seems like a decent stopping point, but you might need to stop before the village or after meeting the hag. 1) Have the tattoo grant a few extra HP (especially if you start at level 1, which you should). Granting +5 HP is pretty strong early, but less useful as the game goes on. 2) Better off as a social scene. If the player prove themselves sincere in their desire to help the tribe (either with Deceit, Intimidation, or Persuasion). A detailed ceremony would be good, since it would make the tribe seem more real to the players. 3) With new players, this is probably too much. Don't sweat it, but remember to design by chapters, not sessions (yes, it's wonderful when chapters and sessions line up, but that never happens). 4) I would allow normal PHB gear (including Potions). Additionally, if you're worried about it, the Tribe might be able to provide a few potions. Even better is if the woman is a healer (either Healer Feat or a level 1 Cleric with no offensive spells). 5) The end of the session will likely be determined by time, no matter what you try. When you play normally (and are good at timing your sessions), you want to vary up your endings anyway. Ending just before or after combat is usually very exciting. Ending after being given a quest or knowledge needed to complete the quest is also good, because it gets the party thinking about what will happen next. Whatever happens, good luck! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
First time playing D&D and I'm the DM. Anyone feeling helpful?
Top