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*Dungeons & Dragons
The Transition: Old to New DM
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<blockquote data-quote="delphonso" data-source="post: 7166565" data-attributes="member: 6892015"><p>GameOgre's sentiment, exactly. Let the new DM do whatever they want, especially mess up. And then bring it up afterwards.</p><p></p><p>As for advice for new DMs: </p><p>1. Don't worry. Players just want to play, and all you have to do is give them the information for them to play in. With a module, most of the work is already done.</p><p>2. Remember, your resources are unlimited; your player's resources are limited. If everyone is struggling, maybe skip an encounter and let them recover a little. If they're stomping through everything, add a few extra baddies to slow them down.</p><p>3. The worst thing a GM can do is say "No, you cannot try that cool thing." Let people try what they want to try, but maybe ask why they're doing it first.</p><p>4. Let your players do the talking. GMs can vary between 20% of the talking to 90%. Don't steal the show. It's your story, but the players are the characters and you can't control them.</p><p></p><p>and last but not least,</p><p>5. We all started somewhere.</p><p>My first session was absolutely terrible. I played a module with two friends and I played one of the characters too. I spent more than 80% of the time on myself and my character in a group of only 3 people. But, luckily that doesn't happen any more.</p></blockquote><p></p>
[QUOTE="delphonso, post: 7166565, member: 6892015"] GameOgre's sentiment, exactly. Let the new DM do whatever they want, especially mess up. And then bring it up afterwards. As for advice for new DMs: 1. Don't worry. Players just want to play, and all you have to do is give them the information for them to play in. With a module, most of the work is already done. 2. Remember, your resources are unlimited; your player's resources are limited. If everyone is struggling, maybe skip an encounter and let them recover a little. If they're stomping through everything, add a few extra baddies to slow them down. 3. The worst thing a GM can do is say "No, you cannot try that cool thing." Let people try what they want to try, but maybe ask why they're doing it first. 4. Let your players do the talking. GMs can vary between 20% of the talking to 90%. Don't steal the show. It's your story, but the players are the characters and you can't control them. and last but not least, 5. We all started somewhere. My first session was absolutely terrible. I played a module with two friends and I played one of the characters too. I spent more than 80% of the time on myself and my character in a group of only 3 people. But, luckily that doesn't happen any more. [/QUOTE]
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