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D&D 5E please post advice for novice DM like myself


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Variations of this topic comes up on a regular enough basis that I'm just going to give you my standard reply, sorry for the long post!. :)

First, different people have different styles. What works for me (and the advice that follows) may not work for you. About the only constant is that players tend to always do things you don't expect. You can either talk to them during session 0 and tell them you're running campaign "X" and ask them to follow the established plot points. You don't want to force them to do anything, but especially if you're running a module, asking them to follow along can help a lot.

I'm a lazy person. I don't do much more than what is absolutely necessary for preparation. So for me the basic prep steps include figuring out who's who, what creatures the PCs might encounter and setting and scenery.

So in other words, I set the stage and I know what the NPCs are doing. I just have to figure out what's going to happen in response to the actions of the PCs. But I also don't do pure sandbox, I give them direction(s) and plot points to follow, but first thing I do is have a session 0.

Session 0​

Whether you have a literal face-to-face session 0 or just chat over email, it's good to do some up front prep work. Here's my suggestions.

Do you allow evil?
Decide whether or not you want to allow evil characters. Some people enjoy playing and DMing for them, but I don't so I don't allow them. I also know that one of my players (my lovely wife) will always want to play a good character and it's not fair to her to force her character to play with someone her character would never associate with. If you can't decide have a secret vote. If even one person doesn't want to allow evil characters, don't allow them. I keep hearing about these amazing groups that were all evil, but I've never seen it work. Your mileage may vary.

Don't be a jerk.
Never assume that someone isn't going to bring a narcissistic, chaotic character who's only goal seems to be causing disruption in the group. If you want to be a griefer, play a video game. Along these lines, I simply don't allow PVP theft, murder or other shenanigans (unless someone is being controlled). I've seen hurt feelings between players (not just their characters) because the party rogue decides they're a kleptomaniac. Just say no.

It's all about relationships.
Everyone in the party should know at least one other person in the party. They don't have to all know each other, but usually they should know at least one other person even if only as a distant cousin or someone they know by reputation. I have occasionally thrown people together by having them being raw recruits in a nation about to be invaded but I'm more likely to have a couple of sessions of them as children.

Why are you an adventurer?
Every PC should have an answer for this. Gold? Glory? The greater good? Because you ran away and you need to do something to survive?

Set the scene.
As a DM, you need to give your players a broad overall picture of the type of campaign you're envisioning. Don't write a novella on your background (or if you do, don't make it required reading) but give them a rough idea. "It's a time of war, when orcs threaten to destroy your peaceful kingdom..." is enough. It should be a paragraph or two at most. I give information I think the commoner on the street would know, which often isn't much.

Listen to your players.
I'm not talking about just listening to feedback when you explicitly ask for it, but also pay attention when they chat among each other. I've gotten some of my best ideas from players when they say things and think I'm not paying attention.

Planning the Campaign​

Start Small
Even if your campaign starts out in a bustling metropolis, you only need a small amount of information. A list of people that are important in the daily lives of the young adventurers (which your players can, and should help with), a list of people that have direct influence over the area (whether king, magistrate or district council) and a list of people of which they may have heard vague rumors (the king of a large region, or neighboring countries).

But that list should be small, maybe a dozen, certainly less than 20. In addition, you only need vague descriptions and an outline of who these people are from the perspective of the adventurers. For the people that are in that tertiary list? They may not even know the name. Also see "Power Players" below.

Remember that historically, people lived their entire lives and were only really affected by a 20 mile radius of where they were born. I have a map of my entire world, but even though I've been DMing for a long, long time, probably 80% of the world just has some vague outline and a couple of lines of description on who and what lives there.

Set Dressing
Does your campaign take place in a metropolis or wilderness? Desert or Frozen north? Think about how to describe the locale. Buildings where there is a lot of snow will have steep roofs, buildings in a desert will often have flat roofs and tall ceilings (heat rises). Middle of a forest? A lot of the construction will be timber, whereas someplace with fewer trees may have more rock buildings.

What mix of races and cultures do you have? A bustling port city is going to feel different from an isolationist wilderness outpost. A city with a relatively high population of dwarves may have a preponderance of heavily built gray stone buildings with slate or copper roofs. It's a city built to last, with the beauty in the durability of the structures. A city influenced by elves will have more greenery, soaring architecture. Nothing is meant to last forever, so embrace graceful beauty while we can.

How prevalent is magic? Are the streets lit with continual flame lamps or is magic only whispered about in dark corners?

Who are the power players in the region.
  • A band of orcs in the area? They've probably been raiding local villages.
  • I'll want some kind of town leader I can go to, that can reward/motivate the players.
  • Maybe someone in the village is secretly helping the orcs. I jot a note down about this but don't worry about it too much. If it sounds appropriate when we're playing I'll throw it in.
  • Do the orcs have a leader that stands out from the crowd? I don't need one but if I have a fun idea I go with it. Think of LOTR or The Hobbit movies with their mass of generic orcs and a handful of orcs with highly distinctive look and feel.
  • Do the orcs answer to anyone? This can be left vague for the moment - maybe a symbol of a black star is prominent. I don't really care about the black star other than as a possible hook for future development.
  • Are there any other conflicting groups? Perhaps a group of ogres is demanding payment from the orcs, making them more daring/reckless than usual.

I generally limit power players to 2-5 in any given area, more than that and it gets too complex. It can be as simple as good guys vs bad, or complex court intrigue. But even if it's the latter, there are less than half a dozen power centers with some individuals that may have conflicting loyalties (there may be sub factions that I can expand on later).

Where is this happening?
Once again, I only do what I need. I have a rough map of the area, but honestly rarely map out details of city streets or buildings. Instead I think about what type of area I have (wilderness, city, temparate or desert) and jot down some notes.
If my adventure is set near a small village with some nearby ruins, I will have an idea of where things are and may or may not have some things sketched out. I frequently describe things at this stage as what do the PCs know? Most people only know their local area and only have a vague idea of anything outside of 20 miles away from home.

What events are in play
Largely based on the power players and their motivations, this is also kept at a high level. I know in my scenario that there has been low-level warfare going on between orcs and humans. That if nothing is done, it may erupt into full fledged war (and may end in war no matter what).

There may be other things in play however. A local kingdom may be pressuring the local villages into becoming vassals. There are rumors that they are secretly paying the orcs to raid villages to put pressure on them to accept protection. Is it true? Heck if I know.

Or maybe the orcs are fleeing the hills because there's some dark power rising that they cannot fight. The organization behind the black star could become an unwilling ally in the "enemy of my enemy is my friend" type of way. If that happens, there will be a great deal of conflict between the various factions who support the idea versus those that will never willingly ally themselves with orcish brutes.

Other Suggestions​

Dangling Plot Lines
I like to end my session with a summary of where the PCs are, and options of which direction to go next. Do they investigate the orcs, or try to track down the rumors of the dark power and let the local militia take care of the orcs? Do they want to investigate what's going on with Felicia the Mad, who I just threw in as a random NPC?

Listen to what your characters seem interested in, what they talk about during the game. They can inadverantly give you some good ideas.

Random Lists
I rely heavily on improvisation with the aid of a few lists. What kind of lists? Do a google search for "random ____ name" for taverns, people, items, you name it. One site for example is behind the name for when I want somewhat realistic names based on real world cultures. I have a cheat sheet that I can refer to, so if someone wants to talk to the orc guard I can give it a name other than "Grog". I then make a note on my cheat sheet that the group interacted with "Yolmar, Son of Furbog", and that Furbog may be upset that they killed his boy.

You can also get character descriptions, motivations and so on. There are tavern generators for example that will give you a menu. Play around, find one you like. Generate a handful of entries for whatever you think you may need.

After the Game
After the game I like to do a quick summary for myself. I usually try to do this the day of or the day after the game. Quick things that summarize what happened so I can remember later on.

If I'm really ambitious (doesn't happen all that often, I'm lazy) I'll post a summary from the character's point of view.

Most important​

Have fun, and don't sweat the small stuff
Different groups game for different reasons. For some it's just an opportunity to roll some dice while eating junk food and talking about their daily lives. For others it's about building a deep fantasy world where when you are at the table you are Torg the Barbarian who has never heard of this "football game" of which you speak. Let the group guide you as much as you guide them and try to find a balance.

Just remember that nobody is a perfect DM. If people are engaged and having fun you are doing it right. Good luck!
 

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When the PCs zig instead of zag, and I've got nothing in the tank, I throw it back on them. For example, let's say that when faced with a mystery, they've always gone to the tavern for clues, and this one time they decide "oh gee, let's go to the library." If I have no idea how to incorporate this into the adventure, I'll ask the player that came up with going to the library in the first place. "Okay, you walk into the library. Tell us about the librarian behind the counter. What do they look like and what are they doing? How might they help you here?"

Either they'll come up with something really cool or it'll give me enough time to review my notes and figure it out myself.
 

Congratulations on running your first session! Even better, you are coming back for more! Here is a couple of ideas for when players take things in an unexpected direction:

Often player tangents can be abstracted with a skill or ability check. For example, say the PC's want to ask around the docks to see if anyone has information about the local pirates. If you don't have any relevant NPCs or locations prepared you can just ask the players to make persuasion or intimidation checks. If they roll well they can get some useful information, but if they roll particularly badly there may be complications like starting a bar fight or alerting a pirate spy.

If the players ask you a question you don't know the answer to, let the dice decide. For example "Are there any loose boulders on this hill we can roll down on the enemy camp?" Instead of making the decision yourself tell them "There is an x% chance you can find some, go ahead and roll to see."

Have a list of names you can use for any random NPC's the players want to have a long interaction with. Nothing makes it more obvious that a DM is winging things than meeting a bunch of NPCs and finding out they are named "Bob," "Rob," "Bob, Jr." "Bobert," etc.
 

I just ran my first dnd one shot campaign last night and caught myself being overwhelmed by the unpredictability of some of my fellow PC’s actions. Is there any advice that can be shared for moments that you didn’t quite prepare for? Advice on other DM topics is much appreciated as well.
You’ll do great. The hardest part is starting. All the rest is details.

Player shenanigans are the best. Lean into the unexpected and unpredictable.

Learn to improv. Never railroad. Pick up a copy of Return of the Lazy Dungeon Master. Read the Alexandrian blog posts on prepping situations not plots.
 

I just ran my first dnd one shot campaign last night and caught myself being overwhelmed by the unpredictability of some of my fellow PC’s actions. Is there any advice that can be shared for moments that you didn’t quite prepare for? Advice on other DM topics is much appreciated as well.
When my players come up with a course of action that catches me with my pants down, I try to take a step back and view the big picture. Then I try to figure out if the action is a "Yes", a "No", a "Yes, but...", a "Yes, and...", a "No, but...", or a "No, and..." These are basic improvisation principles that I try to keep in mind FIRST before getting lost in looking up rules, debating rules, or making house rules.
 

I just ran my first dnd one shot campaign last night and caught myself being overwhelmed by the unpredictability of some of my fellow PC’s actions. Is there any advice that can be shared for moments that you didn’t quite prepare for? Advice on other DM topics is much appreciated as well.
First, recognize that this is normal and happens a lot. While it can be disconcerting to be caught off guard without something planned when you had a plan in mind that did not work out, it is not a failure on your part as the DM, it is a normal part of the game.

You have a couple options that come down to style preference.

1 Riff off of what they are now unexpectedly doing and make things up as you go, mixing in things that you think logically make sense and possibly random things that you come up with on the spur of the moment. Freeform storytelling using D&D rules. It helps to use stock NPC and monsters straight when called on quickly to have an opponent for combat. It is OK to have combats that are lower powered so as not to unexpectedly TPK (kill the entire party) which can still be fun and make the party feel like kick butt combatants. In a one shot it can also be fine depending on group and tone and style to go the other way and have their choice to follow the dragon into its lair end disastrously for them with a story about how they got eaten by a dragon.

2 Redirect and recontextualize your planned material as makes sense in the moment. If they decide to climb the mountains instead of following the road around it, have the road ambush monster instead ambush them on the mountain pass and just change the map terrain slightly. As long as it makes sense from the Player's perspective that works well and you have material you had planned out to be appropriate for your party.
 


When the PCs zig instead of zag, and I've got nothing in the tank, I throw it back on them. For example, let's say that when faced with a mystery, they've always gone to the tavern for clues, and this one time they decide "oh gee, let's go to the library." If I have no idea how to incorporate this into the adventure, I'll ask the player that came up with going to the library in the first place. "Okay, you walk into the library. Tell us about the librarian behind the counter. What do they look like and what are they doing? How might they help you here?"

Either they'll come up with something really cool or it'll give me enough time to review my notes and figure it out myself.
This is gold. Put it back on the players. Let them tell you what they want.
 

I just ran my first dnd one shot campaign last night and caught myself being overwhelmed by the unpredictability of some of my fellow PC’s actions. Is there any advice that can be shared for moments that you didn’t quite prepare for? Advice on other DM topics is much appreciated as well.
This may not necessarily be advice you want to hear...but I hope it will be useful.

You must accept that your players will never do things perfectly according to plan. As you come to know them and their playstyle better, you will get better at predicting them, but it is simply not possible to predict every choice they make.

So don't. Don't even try to. You'll just stress yourself out and feel bad when things go off the rails.

Instead, embrace this fact. Don't prepare stories, prepare events. Don't prepare plots, prepare challenges. Fill the world with adventure, and let the players decide what they will engage with. If they ignore something dangerous or harmful, let it grow, fester, worsen. Don't be punitive about it, but if they repeatedly decide not to deal with the reports of undead in the countryside, it's okay to have those undead show up somewhere that the players would really really like to NOT have crawling with undead! Meanwhile, if there's something the players are investing a ton of attention into, roll with that. Obviously, if they care that much about it, it matters to them!

You can still have an overall "story" idea for the world and strong thematic elements. They will just grow organically rather than being enforced from on high. You can have recurring villains (though you probably want to give them some way of escaping or coming back from the dead!), you can have major "plot points" like attacks against a city or even entire wars, plagues, scheming manipulators, etc., just prepare these as events rather than as very fixed sequences of specific things that must happen for it to be "right." E.g., don't make a plotline about the Duke being assassinated so his sister can assume the throne; instead, prepare the event of the Duke's (attempted) assassination, and let the players loose on it. If they succeed, great, now they have a grateful ally and a mystery on their hands (who tried to assassinate him?) If they fail, great, now they have a revenge story--or perhaps the assassination gets pinned on them, if they fail especially badly!

That's the power of preparing events and situations rather than "stories" per se. Instead of needing the players to read your mind and silently fill the roles they're "supposed" to fill, you instead simply set a stage and let them figure out what happens. Then, after, you determine what the logical consequences of that "what happens" should be, and set a new stage for the players to figure out what happens. Lather, rinse, repeat.

TAKE NOTES! I cannot stress this enough! TAKE. NOTES. Several times I've had to just admit, "I no longer remember what happened. We'll figure it out."
 

Some things:

*You want to have 10-20 somewhat simple, somewhat generic encounters that you can grab and "plug in" as needed. They should be a mix of monster, object, social, magic, trap and every other type of encounter. A drow warlock, a locked chest, a freindly elf ranger, a floating ball of light and a pit trap....for examples. You want to make..write down...everything you will need for that encounter.

It sounds like a lot of work....but remember you can use stuff from others. Grab any encounter from any adventure and add it to the pile. Change a couple of details or two....and you have an generic encounter. You should be able to find plenty of adventures online.

*Have at least five Very Special Encounters. Weird, strange, bizarre, or whatever ever to capture the players interest and attention. This can be a simple as a glowing metal door....many players can't resist going through such a door....once they can get it open. If the players do something unexpected, you can drop a special encounter in. If made right....the players might engage the special encounter for several minutes to an hour...or more. It can give you some breathing room and time to prepare.

*Pay attention to your players. When you drop the "elf ranger" encounter you describe is a "coming out of the woods is a elf with brown skin and green leather armor". A player then quickly asks "Is he armed? Does he have any weapons?" You answer....but remember. So the Next time they encounter any humanoid add in whatever visible weapons they have so the player(s) don't need to ask. So "coming out of the woods is a elf with brown skin and green leather armor, with a sheathed long sword at his side. And no other visible weapons".

*You can direct your players easy enough so they Stay On The Path. One of the best ways: Greed. The characters are waking down a hallway and come to a "Y" split. The A hallway has cobwebs...and the B hallway has a trail of glittering gold coins. Gee...want to guess the way the players will go?
 

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