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<blockquote data-quote="THEMNGMNT" data-source="post: 7937771" data-attributes="member: 6809274"><p>Lots of good advice so far. I'll just add a few points.</p><p></p><p>First, congratulations on taking the plunge and becoming a Dungeon Master. It's a proud and noble calling, if sometimes difficult and lonely. It says a lot that you came here to get feedback on how to improve. Things are only going to get better and easier as your skills grow.</p><p></p><p>Second, for beginning DMs I always recommend using a published adventure, campaign setting, or starter town. Even something as simple as Phandalin from the Starter Set and Essentials Kit. If you're using material created by someone else, you have less emotional investment and you can see more clearly what intrigues your players and what inspires you. That's important because you're in learning mode.</p><p></p><p>Third, don't make the player have to find the adventure. Adventure should find them! D&D is a world in peril that's in desperate need of heroes. So don't be subtle. And don't be afraid to be cliched if it gets your story off to a quick start. This isn't literature. Here are some techniques:</p><ul> <li data-xf-list-type="ul">Use a job board or quest board. Give the players quest cards and let them choose the quest they want to take on. Once they've selected a quest, have them go speak to the patron who is offering the reward. That can be someone from your town--the innkeeper, the librarian, the bearded lady at the carnival, etc. From there, the players will naturally interact with the content you created.</li> <li data-xf-list-type="ul">Use player backgrounds. Maybe the dwarf fighter with guild artisan background gets a bill from the gemcutters guild for increased dues. He's not going to be happy that someone wants to take his hard-earned treasure. When he talks to the guildmaster, he learns that the local gang of thieves is demanding protection money from the gemcutters. Bam, now the players are engaged with your world and invested in the outcome.</li> <li data-xf-list-type="ul">Have the players get caught up in a bar brawl or mugged on the street. The fallout from that scene can naturally lead them into interactions with other people and locations that you've created.</li> </ul></blockquote><p></p>
[QUOTE="THEMNGMNT, post: 7937771, member: 6809274"] Lots of good advice so far. I'll just add a few points. First, congratulations on taking the plunge and becoming a Dungeon Master. It's a proud and noble calling, if sometimes difficult and lonely. It says a lot that you came here to get feedback on how to improve. Things are only going to get better and easier as your skills grow. Second, for beginning DMs I always recommend using a published adventure, campaign setting, or starter town. Even something as simple as Phandalin from the Starter Set and Essentials Kit. If you're using material created by someone else, you have less emotional investment and you can see more clearly what intrigues your players and what inspires you. That's important because you're in learning mode. Third, don't make the player have to find the adventure. Adventure should find them! D&D is a world in peril that's in desperate need of heroes. So don't be subtle. And don't be afraid to be cliched if it gets your story off to a quick start. This isn't literature. Here are some techniques: [LIST] [*]Use a job board or quest board. Give the players quest cards and let them choose the quest they want to take on. Once they've selected a quest, have them go speak to the patron who is offering the reward. That can be someone from your town--the innkeeper, the librarian, the bearded lady at the carnival, etc. From there, the players will naturally interact with the content you created. [*]Use player backgrounds. Maybe the dwarf fighter with guild artisan background gets a bill from the gemcutters guild for increased dues. He's not going to be happy that someone wants to take his hard-earned treasure. When he talks to the guildmaster, he learns that the local gang of thieves is demanding protection money from the gemcutters. Bam, now the players are engaged with your world and invested in the outcome. [*]Have the players get caught up in a bar brawl or mugged on the street. The fallout from that scene can naturally lead them into interactions with other people and locations that you've created. [/LIST] [/QUOTE]
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