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General Tabletop Discussion
*Dungeons & Dragons
First time playing D&D and I'm the DM. Anyone feeling helpful?
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<blockquote data-quote="Positiveimpact3" data-source="post: 7147121" data-attributes="member: 6890727"><p>I will start with the questions and then give a little advice of my own at the end.</p><p></p><p>1. "Once per long rest you may use a bonus action to activate the tribal mark to gain advantage on your next attack roll.</p><p></p><p>2. Players generally enjoy earning power, not getting it for free. As such i recommend an encounter to earn the mark. I recommend a test or puzzle or 1v1 combat to further differentiate your encounters.</p><p></p><p>3. There is no way to know if your first session will have enough content but you have session 2 ready so if they blow past session one then at least you have more content prepared and can keep going. You can also say "okay thats session one, i expected it to take longer. Lets stop for now and do something else and we will do session two next time." At least now you will have a better idea of how much content your group will go through in 3 hours. As a rule of thumb it is generally better to over-prepare rather than under-prepare.</p><p></p><p>4. For starting items: i suggest the ones given in character creation. Besides that maybe give them some gold to spend at the tribal village or merchant general goods. As for other items - you can put them in the game as rewards when it makes sense.</p><p></p><p>5. It depends on the players. Some players love combat, some love social interaction, some love exploring the world, some just want to feel powerful or feel like their choices matter and make a difference, and some have no preference and just want to watch the story unfold. Most enjoy some combination of them to varying degrees but generally have preferences towards 1 or 2 over the others. I have a friend who feels like they arent doing anything unless they are making skill checks and solving mysteries for example. In short - ask your players what they like, what they enjoy doing in the game and try to cater to them.</p><p>If you want a non-combat session thats fine just try to make the other elements or encounters interesting. Encounters arent just combat - its also traps, puzzles, negotiations, traveling in dangerous terrain (survival) or any non-trivial roadblock that hinders the players progress. </p><p></p><p>Some of my own advice:</p><p>-If players arent having fun then stop. You probably just have a group that doesnt gell well. If you enjoy being a dm then dont give up just because this group may not enjoy the session. Their are plenty of d&d loving groups hoping for a dm to run a game for them.</p><p></p><p>If you want to dig in for more advice and knowledge for dming I suggest checking out mattcolville's "running the game" youtube series. Great for beginners and veterans alike. I would be happy to give further advice if you have more questions. Good luck on your sessions.</p></blockquote><p></p>
[QUOTE="Positiveimpact3, post: 7147121, member: 6890727"] I will start with the questions and then give a little advice of my own at the end. 1. "Once per long rest you may use a bonus action to activate the tribal mark to gain advantage on your next attack roll. 2. Players generally enjoy earning power, not getting it for free. As such i recommend an encounter to earn the mark. I recommend a test or puzzle or 1v1 combat to further differentiate your encounters. 3. There is no way to know if your first session will have enough content but you have session 2 ready so if they blow past session one then at least you have more content prepared and can keep going. You can also say "okay thats session one, i expected it to take longer. Lets stop for now and do something else and we will do session two next time." At least now you will have a better idea of how much content your group will go through in 3 hours. As a rule of thumb it is generally better to over-prepare rather than under-prepare. 4. For starting items: i suggest the ones given in character creation. Besides that maybe give them some gold to spend at the tribal village or merchant general goods. As for other items - you can put them in the game as rewards when it makes sense. 5. It depends on the players. Some players love combat, some love social interaction, some love exploring the world, some just want to feel powerful or feel like their choices matter and make a difference, and some have no preference and just want to watch the story unfold. Most enjoy some combination of them to varying degrees but generally have preferences towards 1 or 2 over the others. I have a friend who feels like they arent doing anything unless they are making skill checks and solving mysteries for example. In short - ask your players what they like, what they enjoy doing in the game and try to cater to them. If you want a non-combat session thats fine just try to make the other elements or encounters interesting. Encounters arent just combat - its also traps, puzzles, negotiations, traveling in dangerous terrain (survival) or any non-trivial roadblock that hinders the players progress. Some of my own advice: -If players arent having fun then stop. You probably just have a group that doesnt gell well. If you enjoy being a dm then dont give up just because this group may not enjoy the session. Their are plenty of d&d loving groups hoping for a dm to run a game for them. If you want to dig in for more advice and knowledge for dming I suggest checking out mattcolville's "running the game" youtube series. Great for beginners and veterans alike. I would be happy to give further advice if you have more questions. Good luck on your sessions. [/QUOTE]
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First time playing D&D and I'm the DM. Anyone feeling helpful?
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