Zardnaar
Legend
This thread is about some tips and tricks I have picked up over the years. First things first there is no real right and wrong way to DM or play D&D, how I do it might be very different with how you do it.
From reading other posters I have picked up a few tips and tricks and things like session 0 and using messenger are kind of new to me.
Anyway step 1. Assuming you have players.
Pick a campaign setting or theme for your game (or both). This is where I let potential players have their say or if its something I want to do I tell potential players what I am running. I have session 0 tomorrow and have 2 new players and a friend of a friend joining. They chose the Midgard setting (FR and Greyhawk were the other options). I find you don't want to give your players in infinite choice, but give them a selection. That way you don't have to run something you don't like or are unfamiliar with. For example I am the wrong DM for a Wuxia type game. The players also chose an Egyptian themed game.
Step Two
Prepare your setting. This can be prepublished or your own world or even a minimal amount of effort down to a simple location. Some amount of effort is usually advised even if its just a trip to ye olde Hommlet, Threshold, Shadowdale or Phandalin. If its a prepublished world read it over or failing that at least read the local area a few times.
Step Three
Prepare an adventure. This is generally design your own, run a prepublished adventure, convert an adventure or a mix of all three. I probably have around a thousand adventures collected over the years in Dungeon, modules, compilations, PDFs, AP's and the 5E hardcovers.
Session 0
This is character creation and where you explain the tone or theme of the world to players. Its also a good place to lay out table etiquette as a lot of people have very different assumptions. This can be as something as not looking at the MM during play, using phones at the table, or anything like evil alignments, PVP combat, stealing off other PCs etc.
For DM prep I have usually read the material I am running (setting, adventure etc). I'll probably spend 4-10 hours prepping a game often over a week or two maybe half an hour at a time. That doesn't included reading the material as I often do that for relaxation.
So using a word processor I often create DM notes. This is usually in shortform and its a basic guide to whats what.Here are my current ones as an example.
Nuria Natal
Ruler God King Thutmoses XXIII
Inns
The Oasis of the White Palm
Martek's
Savorary Scarab
Factions
Golden Falcon Antiquities
Scorched Hand, rival adventurers
The Guardians
The Seekers
Cult-Ra Amun Ra
Pantheon
Anu Akma
Aten
Bastet
Horus
Ninkash
Thoth-Hermes
City- Per Bastet
Ruler
Reborn Queen Goddess Meskhenit
Major Local Faiths
Anu Akma
Bastet
Thoth-Hermes
Interesting Bits
Catslide allys
Army of Summer
Sky Guard Horus Re
Slaves- mostly scalykind, Kobolds and Dragonborn
The Dead- intelligent zombies that serve the living.
Points of Interests
Ruins of Anu Asir
Tomb of Tiberish
Sebti the Crocodile- Priestess of Anu Akma, representitive of the government
Ket Kobold slave, waiter at the Savourary Scarab
Kazzu. Minotaur bartender of the savory scarab
Azaz Arafe Wizard 3 (hm N) Apprentice Wizard VgtM 209
Idorii (hef CN) Archer (VgtM 210)
Kelru priest of thoth (hm N) (MM Priest)
Velriana Hypaxes Wiz 5
1 Gnoll per player + Gnash
Generally I try for 3-5 factions, half a dozen NPCs, local rulers, and some points of interest the PCs can be directed to.
For this campaign I decided to convert and modify an adventure. I printed out the map and 8 pages of the 1st part of the Mummys Curse for Pathfinder. I replaced the critters from Pathfinder with critters from the Tome of Beasts, MM and Volos Guide to monsters. I tried to find something similar so a ghost scorpion in Pathfinder becomes a scorpion in 5E. An Iron Cobra is the same in both versions. I also kept the basic introduction and the PF flavout text. I changed the NPCs motivations and added in my own metaplot mostly in my head.
The PCs start in the Savory Scareb, a ramshackle lean to erected in the ruins of Anu Asir. Several tarpaulines have ben erected with some chairs, tables and stools scattered about. Several blocks of masonary from the ruined plaza have also been co opted into stools. The waiter is a Kobold slave name Ket, while the owner of the bar is a burly minotaur name Kazzu. They have several barrels of beer here.
Sebti The Crocodile (priest+ 2 acolytes) is in charge of assigning tombs to adventures to liberate. Nuri expects a 50% share ( Persuasion DC 15 40% DC 20 can get this down to 30%, DC 25 25%).
If successful she will have one of here acolytes inscribe a tablet with her seal and the tax rate. She gives specific instructions to the PCs to get to Akentepi's Tomb. ABC, 2,3,4 etc is more or less as in in the Pathfinder text.
Big believer in keeping it simple.
From reading other posters I have picked up a few tips and tricks and things like session 0 and using messenger are kind of new to me.
Anyway step 1. Assuming you have players.
Pick a campaign setting or theme for your game (or both). This is where I let potential players have their say or if its something I want to do I tell potential players what I am running. I have session 0 tomorrow and have 2 new players and a friend of a friend joining. They chose the Midgard setting (FR and Greyhawk were the other options). I find you don't want to give your players in infinite choice, but give them a selection. That way you don't have to run something you don't like or are unfamiliar with. For example I am the wrong DM for a Wuxia type game. The players also chose an Egyptian themed game.
Step Two
Prepare your setting. This can be prepublished or your own world or even a minimal amount of effort down to a simple location. Some amount of effort is usually advised even if its just a trip to ye olde Hommlet, Threshold, Shadowdale or Phandalin. If its a prepublished world read it over or failing that at least read the local area a few times.
Step Three
Prepare an adventure. This is generally design your own, run a prepublished adventure, convert an adventure or a mix of all three. I probably have around a thousand adventures collected over the years in Dungeon, modules, compilations, PDFs, AP's and the 5E hardcovers.
Session 0
This is character creation and where you explain the tone or theme of the world to players. Its also a good place to lay out table etiquette as a lot of people have very different assumptions. This can be as something as not looking at the MM during play, using phones at the table, or anything like evil alignments, PVP combat, stealing off other PCs etc.
For DM prep I have usually read the material I am running (setting, adventure etc). I'll probably spend 4-10 hours prepping a game often over a week or two maybe half an hour at a time. That doesn't included reading the material as I often do that for relaxation.
So using a word processor I often create DM notes. This is usually in shortform and its a basic guide to whats what.Here are my current ones as an example.
Nuria Natal
Ruler God King Thutmoses XXIII
Inns
The Oasis of the White Palm
Martek's
Savorary Scarab
Factions
Golden Falcon Antiquities
Scorched Hand, rival adventurers
The Guardians
The Seekers
Cult-Ra Amun Ra
Pantheon
Anu Akma
Aten
Bastet
Horus
Ninkash
Thoth-Hermes
City- Per Bastet
Ruler
Reborn Queen Goddess Meskhenit
Major Local Faiths
Anu Akma
Bastet
Thoth-Hermes
Interesting Bits
Catslide allys
Army of Summer
Sky Guard Horus Re
Slaves- mostly scalykind, Kobolds and Dragonborn
The Dead- intelligent zombies that serve the living.
Points of Interests
Ruins of Anu Asir
Tomb of Tiberish
NPC's
Sebti the Crocodile- Priestess of Anu Akma, representitive of the government
Ket Kobold slave, waiter at the Savourary Scarab
Kazzu. Minotaur bartender of the savory scarab
Scorched Hand
Azaz Arafe Wizard 3 (hm N) Apprentice Wizard VgtM 209
Idorii (hef CN) Archer (VgtM 210)
Kelru priest of thoth (hm N) (MM Priest)
Velriana Hypaxes Wiz 5
Tears of Set
1 Gnoll per player + Gnash
Generally I try for 3-5 factions, half a dozen NPCs, local rulers, and some points of interest the PCs can be directed to.
For this campaign I decided to convert and modify an adventure. I printed out the map and 8 pages of the 1st part of the Mummys Curse for Pathfinder. I replaced the critters from Pathfinder with critters from the Tome of Beasts, MM and Volos Guide to monsters. I tried to find something similar so a ghost scorpion in Pathfinder becomes a scorpion in 5E. An Iron Cobra is the same in both versions. I also kept the basic introduction and the PF flavout text. I changed the NPCs motivations and added in my own metaplot mostly in my head.
Tomb of Akhentepi
The PCs start in the Savory Scareb, a ramshackle lean to erected in the ruins of Anu Asir. Several tarpaulines have ben erected with some chairs, tables and stools scattered about. Several blocks of masonary from the ruined plaza have also been co opted into stools. The waiter is a Kobold slave name Ket, while the owner of the bar is a burly minotaur name Kazzu. They have several barrels of beer here.
Sebti The Crocodile (priest+ 2 acolytes) is in charge of assigning tombs to adventures to liberate. Nuri expects a 50% share ( Persuasion DC 15 40% DC 20 can get this down to 30%, DC 25 25%).
If successful she will have one of here acolytes inscribe a tablet with her seal and the tax rate. She gives specific instructions to the PCs to get to Akentepi's Tomb. ABC, 2,3,4 etc is more or less as in in the Pathfinder text.
- 2,3,4
- Night Scorpion (tome of beasts 340)
- DC 20 athletics check to climb
- Dart trap (DMG 120) +8 to hit, 1d4 damage, 3d10 poison damage),
- XYZ
- ABC
- Poison blade trap DMG 123, 3d10 poison damage
- Old Gods of Nurian Pantheon, Isis, Osiris, Anubis, Sehmet
- Warrior Dolls, AC 16, attacks 2, +4 to hit, 1d6+2
- Nurian deity
- 2 Giant Ants ToB page 23
- Anubian Page 23 Tome of Beasts
- DC 15 locks, break DC 25
- 3 Bone “Beetles” ToB Page 40 fire beetles
- Animated Object
- Traps DC 15
- Swarm Manabane Scarabs ToB page 374
- Iron Cobra
Big believer in keeping it simple.