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Hi /tg/ I'm about to have my first session as a dm and I'm

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Thread images: 6

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Hi /tg/ I'm about to have my first session as a dm and I'm both excited and dreading it. Any tips for a first time gm?
>>
Its gonna be DnD 5e.
>>
Don't eat or drink anything you didn't prepare yourself.
If you're not sure whether encounter is too tough or not, make it easier.
As a GM you can override rules when necessary, but you should only use this power sparsely.
When someone is disruptive, let them know on no uncertain terms. If there's no improvement in following 2 sessions, boot them.
>>
If they have an idea

Use it.

Not even joking half my campaigns have been shit THEY have suggested
>>
Use a screen to help preserve your story a bit and hide roles. But, at the same time, don't be afraid to improvise a bit. Also, make sure the players feel like they stand out in some way, or do something that'll draw them in and use their heads. Mysteries or investigations make for great first time stories and they don't have to be huge
>>
Start immediately with a map and some monsters to fight right away.
Enforce a contrivance that the PCs already know each other and are working together.
Give them a very obvious clear goal against a named bad guy "Beat the Evil Dastardly Drogmire and recover the Blessed Thingamajig for the Duke!", that way they remember the Thing and who they are supposed to hate.
Don't start in a tavern, don't start with a cutscene, don't start with worldlore about gods or anything.
You want to focus their attention as firmly as possible on killing monsters and getting treasure. "Plot" and story is an unnecessary formality, that will develop naturally based on in-game events.
>>
>>49714254
I've got a friend who's playing and he isn't so much disruptive as he is fucking stupid, any contingencies for nudging people on the right track?

>>49714298
Yeah in some of the previous games I played with them we'd do outlandish stuff that always worked out in the end, I've made some backup stuff to work with that.

>>49714301
The improvising bit is what worries me a bit but I guess I'll find out how good I am at it when I have the first session.
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>>49714399
I was gonna start with them being in a tavern as the sons and daughters of our previous heroes in an older campaign so they somewhat know each other, they all then get ambushed in the tavern by assassins hired by the big bad and the story kicks off there.
>>
>>49714424
>I've got a friend who's playing and he isn't so much disruptive as he is fucking stupid, any contingencies for nudging people on the right track?

Make them play a character with high INT and WIS.

Any time he wants to do something stupid, ask him if he wants to make an INT or WIS check.
>>
>>49714466
Good shout, he's never really played a wizard so I'll try and get him on that.
>>
When they're doing stupid shit or trying to do it, remind them that their choices have consequences and that they're not the bad asses they think they are yet. Also, instead of outright blocking player choice, give them several recommendations on what they can do and slightly emphasize the "best" option. This will help preserve illusion of choice and keep your party on track
>>
>>49714171
anyone got the full image of this?
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>>49714424
Eh, if I had a reliable way to stop stupid people doing stupid things, I would have made living out of it.

But just checking "are you sure you wanna do that" every time he's about to do something painfully dumb might be a good start.
>>
>>49714569
Also, make sure that you don't take yourself 100% seriously. While drama is good and all, make sure that you have a couple light-hearted moments (usually can make up scenarios based on rolling 1's). Laughter at the table is good.
>>
>>49714588
>tfw no cute black lab pup in real life
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>>49714612
My old dm used to ask me that a lot, glad I wised the fuck up.
>>
>>49714569
>>49714615
Most of our campaigns usually started serious but were made light hearted and funny by our exploits/fuck-ups, I'm usually the joke character so this campaign will have a good mix of serious and fun stuff.
>>
>>49714640
appreciated
>>
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Here's the shitey map I've made for their potential journey.
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>>49714838
Are badlands really that bad or is it just a name?
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>>49714720
Here's the one without text in case you wanted it.
>>
>>49714862
Basically, desert and rocks every where and no discernible paths or roads.
Except for the secret hidden fortress at the tip where the big bad is hiding
>>
Try and have them have a goal or mission already.
Start with a chance for the characters to introduce themselves to each other - doesn't have to be in character but ideally a bit of IC and OOC is good because the players get a feel for their actual characters but also learn what they can do in game terms.
Make sure that action begins soon after introductions are done so nobody is left floundering.
Lost Mines of Phandelver is good in this regard.
The players have been hired to escort a caravan from a city to a small town.
After they introduce themselves to each other and making some small decisions like who's driving the caravan, they come across something interesting - the horses of the people that hired them, dead and full of arrows - and goblins ambush the party as they approach.
From there they have two clear ways to go - finish up their delivery or try and find where the goblins are based.
It's really well paced. Even if you're running home brew, check it out for some general pointers.
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>>49715081
I'll have a look cheers anon!
>>
>>49714898
Alright, one more DM advice - never post your plot on 4chan. You don't know who might be reading.

Unless that's a red herring, in which case good job.
>>
>>49715204
No problem.
I'm a long time player but I've also started DMing for the first time recently, and I'm running Lost Mines for a group of 4 newcomers.
It's as good as everyone who recommended it to me said, it's a fantastic resource for first timers.
Best of luck with your game.
Thread posts: 26
Thread images: 6


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