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<blockquote data-quote="ArwensDaughter" data-source="post: 8008707" data-attributes="member: 6804968"><p>I’ve mostly DM’d new players. A few suggestions:</p><p></p><p>-provide a dice cheat sheet for each player. Sorting out the dice is often a stumbling block. I like this one: <a href="https://www.dmsguild.com/product/218881/RPG-Dice-Cheat-Sheet" target="_blank">RPG Dice Cheat Sheet - Matthew Perkins | Dungeon Masters Guild</a></p><p></p><p>-bring a batch of different colored highlighters. With the players permission, color code their sheet: AC is green, skills are yellow, etc. Actual color assignments don’t matter as long as you are consistent. Then you can guide them to the right part of their sheet without having to be close enough to it to point. NOTE: This doesn’t work if the DM or the player(s) are colorblind. In that case, you would need to use symbols of some kind. </p><p></p><p>-Bring pregenerated characters for those who haven’t made a character before. I have a sub to DnDBeyond and keep a stable of pregens in my account for that purpose.</p><p></p><p>-The last time I had a brand spanking new set of players, I took a couple minutes with each one to go over their key features and attack options.</p><p></p><p>-Plan for modules/adventures to take longer. Before COVID and a family move, I DM’d AL games at area store a few times. In theory we had 4 hours start to finish; but I intentionally chose to run 2 hour modules. Part of this was because it was a set of modules I’d run before, and i never new if I was playing or DMing until I got there. But it also meant I never felt rushed; my tables there always included jr high boys new to the game. The extra time was helpful for us all. (One of the regular DMs didn’t feel confident running a table with kids, and while normally I find jr. High kids challenging and feel out of my element, at a D&D table I have discovered to my amazement that I do quite well. So that became my role there.)</p><p></p><p>Side note for those outside the US “jr high”(or middle school) is roughly ages 12-14.</p></blockquote><p></p>
[QUOTE="ArwensDaughter, post: 8008707, member: 6804968"] I’ve mostly DM’d new players. A few suggestions: -provide a dice cheat sheet for each player. Sorting out the dice is often a stumbling block. I like this one: [URL="https://www.dmsguild.com/product/218881/RPG-Dice-Cheat-Sheet"]RPG Dice Cheat Sheet - Matthew Perkins | Dungeon Masters Guild[/URL] -bring a batch of different colored highlighters. With the players permission, color code their sheet: AC is green, skills are yellow, etc. Actual color assignments don’t matter as long as you are consistent. Then you can guide them to the right part of their sheet without having to be close enough to it to point. NOTE: This doesn’t work if the DM or the player(s) are colorblind. In that case, you would need to use symbols of some kind. -Bring pregenerated characters for those who haven’t made a character before. I have a sub to DnDBeyond and keep a stable of pregens in my account for that purpose. -The last time I had a brand spanking new set of players, I took a couple minutes with each one to go over their key features and attack options. -Plan for modules/adventures to take longer. Before COVID and a family move, I DM’d AL games at area store a few times. In theory we had 4 hours start to finish; but I intentionally chose to run 2 hour modules. Part of this was because it was a set of modules I’d run before, and i never new if I was playing or DMing until I got there. But it also meant I never felt rushed; my tables there always included jr high boys new to the game. The extra time was helpful for us all. (One of the regular DMs didn’t feel confident running a table with kids, and while normally I find jr. High kids challenging and feel out of my element, at a D&D table I have discovered to my amazement that I do quite well. So that became my role there.) Side note for those outside the US “jr high”(or middle school) is roughly ages 12-14. [/QUOTE]
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