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New DM with campaign anxiety
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<blockquote data-quote="Ralif Redhammer" data-source="post: 8518303" data-attributes="member: 30438"><p>Well said!</p><p></p><p>It's just fine to say "I've no idea how to get from A to B, I'll let the players figure that one out." It gives them more agency in the campaign, and can help you tell a more vibrant story together.</p><p></p><p></p><p></p><p>"Shapeshifting demons have established a cult to the East of the Sword Coast. Their goal is to summon their master to the mortal realm." is a great hook. Most players are pretty good at knowing when the DM is dangling the big hook in front of them and taking it. Let them find out about this (probably the hard way, with a fight) and they'll be heading after the cult in no time. They don't need to know how the cult is going to do it at first, since that's not going to be vital until later. By the time you get there, you'll know how the cult operates better and will probably have ideas that you wouldn't have had if you came up with it all at the very beginning.</p><p></p><p>As for being nervous, that can happen to even the most experienced DMs. I think it helps to know that most people show up to D&D wanting to have a good time. And part of that responsibility lies with the players, too.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 8518303, member: 30438"] Well said! It's just fine to say "I've no idea how to get from A to B, I'll let the players figure that one out." It gives them more agency in the campaign, and can help you tell a more vibrant story together. "Shapeshifting demons have established a cult to the East of the Sword Coast. Their goal is to summon their master to the mortal realm." is a great hook. Most players are pretty good at knowing when the DM is dangling the big hook in front of them and taking it. Let them find out about this (probably the hard way, with a fight) and they'll be heading after the cult in no time. They don't need to know how the cult is going to do it at first, since that's not going to be vital until later. By the time you get there, you'll know how the cult operates better and will probably have ideas that you wouldn't have had if you came up with it all at the very beginning. As for being nervous, that can happen to even the most experienced DMs. I think it helps to know that most people show up to D&D wanting to have a good time. And part of that responsibility lies with the players, too. [/QUOTE]
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