D&D 5E Newbie dm looking for tips and help.

Celticrome

First Post
Hi, I'm currently going to start dming for a group of my friends for the first time, one of the players is brand new to the game and only knows how to play 5th edition while the other three are all very experienced players. So I'd like some tips on like what I can do, cause I can come up with like how they can start and such and where they can but then I'm not sure what to do since I really don't wanna rail road them and make it seem like they can't do and explore what they want but kinda wanna come up with a story. Also could I have some help with learning about Greyhawk and Dragonlance campaign setting cause from my past experience as a player in 2nd all the way to 5th, I've heard mention of the two settings but never really had a chance to play in it or check it out so any like tips about the settings like if it's a interesting kinda one that I could do or what?
 

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Start small. Low level characters, simple missions, and straightforward enemies. As you get some confidence, you can then start to expand (characters level up, more complex missions, harder bad guys, venturing beyond the starting town).

Start with a couple pre-written adventures. On the off chance that no one has played it, the starter set adventure is pretty good. You can also look at the DMs Guild or EN World's En5ider patreon for beginning adventures. An adventure path that is more straightforward such as Hoard of the Dragon Queen might work as well.
 

What a good friend of mine did, was start our party off in a small village in the wilderness. We were free to explore the land around it, but as we did we would run into various quests that the DM had set up. What ever goal we chose to pursue, could help us develop the village more. We could clear the road to the west, and open the trade routes. Or go to the north, and investigate a strange magical disturbance in the forest. We could get better weapons and soldiers to our village to improve its defenses, get the economy flowing, and get more settlers, to expand the size of the village.

He also gave every citizen of the village their own backstory and secret. He wanted us to become familiar with every villager, and grow attached to familiar faces. It's a pretty good way to start simple, and yet also allow exploration.
 
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Hi, I'm currently going to start dming for a group of my friends for the first time, one of the players is brand new to the game and only knows how to play 5th edition while the other three are all very experienced players. So I'd like some tips on like what I can do, cause I can come up with like how they can start and such and where they can but then I'm not sure what to do since I really don't wanna rail road them and make it seem like they can't do and explore what they want but kinda wanna come up with a story.

If you want there to be an overarching story, come up with some BBEG that has an objective that would likely be opposed by the players, and as they explore show the players the results of the enemies actions (a decimated village, a desecrated shrine, etc). If the players begin to oppose these actions, for example restoring a shrine, helping the village get some revenge, have the enemy send agents (monsters, followers whatever) to deal with them. But as these opponents have come together organically there should not be any sense of railroading (which is a very loaded term :) ) but there is definitely a purpose to their adventuring. Pluck dungeons and encounters from wherever (published adventures, DMs Guild, your head :) etc) and plop them in as you need them.

You haven't mapped out the route from start to finish, simply set some forces in motion and seeing what happens.

Can't help with the settings questions though...
 

My general campaign guidelines:

Start small. Whether it's a village in the wilderness a neighborhood in a large city, you only need broad brushstrokes at first. I typically have 5-10 NPCs figured out ahead of time, with some generic notes about other important individuals (mayor, king and so on) that include simple sentence or two like: Mayor Alfredo is well known for being larger than life, with a ruddy complexion, wide girth and a fondness for elaborate galas.

Is Mayor Alfredo a good guy? Bad guy? I don't know yet and may never know depending on what happens.

Drop hints for future plot hooks and pay attention to what your players take an interest in. Have the group overhear a conversation about how the mayor is corrupt or that there are more refugees coming in to town from the south than is normal.

Have broad overarching plot lines, but only as a general guideline. Feel free to change your BBEG's motivation at the drop of a hat as long as it doesn't conflict with pre-established dogma (or if it does find a way to explain why the party was misinformed).

I typically have an opposing faction or two that the group needs to worry about at any time. The factions may or may not be minions of some other group. I figure out broad goals and think about what they are trying to accomplish. For example if the group doesn't follow up on the refugees, then an orc tribe will continue to grow in power to the south. They may or may not be a direct threat to the PCs but they will have an effect on the region.

Keep lists of names. Taverns, businesses, NPCs. Just have a list handy and when the group is looking for a tavern check your list and find that you have "The Grumpy Dog" listed. When they interact with the bartender grab the name "Olaf Signurdson" who directs them to "The Crazy Gnome" trading company.

There are a ton of name / town generators out there. For example one of my favorite for names is Behind the Name because it generates realistic names and gives you the definition of the name if you want.

I also try to end sessions giving people options of where to go next. Give them 2-4 options of what leads/rumors they want to track down and ask them to tell you which one they will pursue. That gives them an opportunity to direct the campaign while also giving me time to prep for the next session.

Last, but not least, listen to your players don't be afraid to improvise. Some of my best ideas were those that played into the PC's fears or speculation. If someone says "What if the mayor is really a doppleganger?" I think about whether it would be a fun plot hook. I've had entire adventure arcs start that way.

Good luck, and have fun.
 

Have a Session 0. Discuss with your players what their expectations from the campaign are, and be honest about what your expectations are. Try to come to some sort of agreement. Explain that you *will* make mistakes (we all do) but that you will try and learn from them and move forward. Do your best to make sure everyone is having fun.

As you play, try and makes sure spotlight is distributed among your players equally.

Setting and even "Railroading" are secondary concerns to me compared to the above.
 



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