D&D 5E New member intro and first time DM discussion

Remember/Realize that you are the DM.
DM > Rules.

Sure, read the rules & know them. But don't be afraid to change things to suit yourself or your group.
 

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Being able to keep up with multiple npc's.

Give them memorable names that suggest something about who they are or what they want.

Bonus points if the names are hilarious.

Coming up with an npc on the fly and remembering who they are for later.

The name tip above will help with remembering NPCS as noted.

For coming up with them on the fly, there are a ton of random NPC generators on the internet. Or do what I do: Enlist your players' help in fleshing out an NPC. Recently, the PCs in my game agreed to go clear a road of a blockade by hobgoblins so that the NPCs could send messengers to the lands to the north to request reinforcements ahead of a major conflict. The players asked to have the messenger go with them so they could clear the road and send the guy on this way. This would save time, they figured, and save the NPCs a few precious days to get word back.

I didn't anticipate that, but it was reasonable, so I told them the NPCs gladly send a messenger with them. I then asked for some details on this guy directly from the players. They told me his name was Redshirt. I added his first name, Gunnar. And thus, Gunnar Redshirt was born. With that name, they basically told me that they think this guy is pretty much going to die. That gave me some direction to go in with the NPC's mannerisms and characteristics (naive about his certain mortality). In addition to remembering the guy, I had player buy-in on both the NPC and his predictable death plus whatever complications may arise from that event.

Now, some players don't like this. They don't want to collaborate in this particular way, believing the DM's role is to handle this sort of thing. So if you try it, be prepared for some blank stares or objections. But if your players are anything like mine or the many fine folks I've played with in pick-up groups, they'll jump on the opportunity to see their ideas included in the game in this manner.
 

I suggest using Pen & Paper to help with this. Fortunately both are readily available.

Good idea, I hadn't thought about pen and paper;)...all jokes aside I guess I mean being able to remember who they are in tone and mannerisms so I can correctly portray them the next time they show up. I don't want to have them show up later with a different accent, or something like that. I am sure that will be easier with practice.

Give them memorable names that suggest something about who they are or what they want.

Bonus points if the names are hilarious.



The name tip above will help with remembering NPCS as noted.

For coming up with them on the fly, there are a ton of random NPC generators on the internet. Or do what I do: Enlist your players' help in fleshing out an NPC. Recently, the PCs in my game agreed to go clear a road of a blockade by hobgoblins so that the NPCs could send messengers to the lands to the north to request reinforcements ahead of a major conflict. The players asked to have the messenger go with them so they could clear the road and send the guy on this way. This would save time, they figured, and save the NPCs a few precious days to get word back.

I didn't anticipate that, but it was reasonable, so I told them the NPCs gladly send a messenger with them. I then asked for some details on this guy directly from the players. They told me his name was Redshirt. I added his first name, Gunnar. And thus, Gunnar Redshirt was born. With that name, they basically told me that they think this guy is pretty much going to die. That gave me some direction to go in with the NPC's mannerisms and characteristics (naive about his certain mortality). In addition to remembering the guy, I had player buy-in on both the NPC and his predictable death plus whatever complications may arise from that event.

Now, some players don't like this. They don't want to collaborate in this particular way, believing the DM's role is to handle this sort of thing. So if you try it, be prepared for some blank stares or objections. But if your players are anything like mine or the many fine folks I've played with in pick-up groups, they'll jump on the opportunity to see their ideas included in the game in this manner.

What do you mean by player buy-in?

I do like the idea of giving the players an opportunity to create an NPC. It seems like a good way to give them a sense of involvement in the story.
 

What do you mean by player buy-in?

I do like the idea of giving the players an opportunity to create an NPC. It seems like a good way to give them a sense of involvement in the story.

In this context, buy-in refers to the players agreeing to support an idea. People love to support their own ideas. So when you use your players' ideas in your game, such as the nature and characteristics of an NPC you created on the fly, you can usually count on their automatic support and engagement.
 

1. Know you will make mistakes. Once the dice are put away, on minor mistakes don't worry about them and drive on. EXample Sorry guys I should use d6s instead of d8s for that attack on jasper last week. Major mistakes correct off board. Jasper your pc is not dead. I read the rules wrong, etc.
2. Use a DM cheat sheet, I think I upload one here awhile ago.
3. Run a couple of low level adventures first before running the dear count.
4. Be willing to say yes and no. And to reverse your decision off board. Yes Jasper you can run the Purple Paladin of Penscola class from the UA. No Merric you can not have a magic missile machine gun. Sorry Jasper the Purple Paladin is just not working out in my campaign.
 


Good idea, I hadn't thought about pen and paper;)...all jokes aside I guess I mean being able to remember who they are in tone and mannerisms so I can correctly portray them the next time they show up. I don't want to have them show up later with a different accent, or something like that. I am sure that will be easier with practice.

Oh, I wasn't completely joking. Pen & Paper can definitely help you with remembering the accents used, RP details, etc. Use them.

A few years back I ran a pirate based game (the Skull & Shackles AP from Pathfinder). I had something like 37 NPCs on this pirate ship that the PCs interacted with every session. And then there were NPCs in every port (beyond just what the modules detailed), rival crews, the actual BBEG & co., ....
I have a really good memory, & I've been doing this for a long time, but without good notes there'd have been NO WAY I'd have been able to make that work.

But yes, it does get easier with practice.
 

Good idea, I hadn't thought about pen and paper;)...all jokes aside I guess I mean being able to remember who they are in tone and mannerisms so I can correctly portray them the next time they show up. I don't want to have them show up later with a different accent, or something like that. I am sure that will be easier with practice.



What do you mean by player buy-in?

I do like the idea of giving the players an opportunity to create an NPC. It seems like a good way to give them a sense of involvement in the story.

Have a notepad for writing quick notes on during the game "Sir Worthington: dark hair, long face, member of the Queensguard, pompous bearing, deep/British voice" "Potion bottle with blue cap is actually Poison", etc and then after the session compile them into your more official notes (which should have sections for NPCs, magic items, locations, etc) so you can reference them later.
 

Oh, I wasn't completely joking..
I know and I did not take it in a negative way.

What do you all use while running a game? By that I mean, do you use books (obviously), laptops, pre-drawn maps, etc. I am really looking forward to drawing out detailed maps on grid paper. i think it is much better then always using a wet erase mat, although I will use one of those for anything that pops up. I am planning to use a laptop and a tv that is mounted on the wall in my game room to show certain things like flavor art from the campaign book.
 


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