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What is the best way to learn how to be a DM?
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<blockquote data-quote="Benjamin Olson" data-source="post: 8795295" data-attributes="member: 6988941"><p>I just want to emphasize how radically better the starter set adventures are for a new DM than the full book 5e adventures. The full campaign book adventures are (in my experience) mostly way too complicated and poorly presented to run other than as-is without becoming more trouble than they are worth. If you are destined to be an "exactly what the published adventure says" DM this is probably fine, but if not than it's probably the worst way to start.</p><p></p><p>The starter sets meanwhile have barebones adventures begging to be fleshed out by a creative DM and made their own, and even where they are not barebones they are simple enough that you can get a grasp of how everything interacts in them, making them much easier to tweak to your liking. And they come with both a little helpful advice for new DMs and all the monsters and items printed in the back so you don't need any books handy. For anyone who actually wants to be creative but also wants to save prep time and/or needs a little guidance they are WotC's best adventure products all around. It's a shame they don't design more products on the same model.</p><p></p><p>I'd also like to say that the worst thing you can do to the poor 5e DMG is expect it to teach a new DM how to DM. I think it would probably have a much better reputation if so many of us had not made the mistake of trying to use it for that. As a guide for someone who has already run games to level up their DMing skills it is vastly more effective.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8795295, member: 6988941"] I just want to emphasize how radically better the starter set adventures are for a new DM than the full book 5e adventures. The full campaign book adventures are (in my experience) mostly way too complicated and poorly presented to run other than as-is without becoming more trouble than they are worth. If you are destined to be an "exactly what the published adventure says" DM this is probably fine, but if not than it's probably the worst way to start. The starter sets meanwhile have barebones adventures begging to be fleshed out by a creative DM and made their own, and even where they are not barebones they are simple enough that you can get a grasp of how everything interacts in them, making them much easier to tweak to your liking. And they come with both a little helpful advice for new DMs and all the monsters and items printed in the back so you don't need any books handy. For anyone who actually wants to be creative but also wants to save prep time and/or needs a little guidance they are WotC's best adventure products all around. It's a shame they don't design more products on the same model. I'd also like to say that the worst thing you can do to the poor 5e DMG is expect it to teach a new DM how to DM. I think it would probably have a much better reputation if so many of us had not made the mistake of trying to use it for that. As a guide for someone who has already run games to level up their DMing skills it is vastly more effective. [/QUOTE]
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What is the best way to learn how to be a DM?
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