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10 Tips for First Time Dungeon Masters


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Ok I remember how badly I wanted to be a Dungeon Master (DM) after I started playing DND in 2019. It was so cool how they had to role-play so many characters, tell a compelling story, and they got to be the coolest monsters. I was so scared to start because I really hadn't been playing that long. It was about 1 ½ years after first playing when I felt comfortable enough to try and DM. My wife plays too and she is close with another friend from our other party so I decided to give it a shot. Instead of being smart and running something pre-written I wrote my own story, and wow looking back it sucked like a lot. I learned a lot through failure that first game but I was hooked on DMing.


Here are my tips to help you navigate your first Dungeons & Dragons campaign:

1. Start Small:

- Begin with a simple prewritten one-shot adventure or a very short campaign to get a feel for it.

- Have a very linear path and limit how “open world” this is for your characters. It will also help you not feel worried about them deviating too far from what is written.


2. Know the Basics:

- Familiarize yourself with the core rulebooks, especially the Player's Handbook and Dungeon Master's Guide, but be aware that your players will give you grace! There are so many nuances and rules in DND and your players will give you the time and space to look it up.

- Understand the basic mechanics of the game, including combat, skill checks, and saving throws. This is key to things running smoothly!


3. Preparation is Key:

- Prepare your adventure in advance but be ready to improvise. We play online on Roll20 so I create all of my maps and tokens for every written place before I ask my players to make characters. Then I add a few other maps one of a tavern, open terrain where we will be traveling, and a few others just in case. Players will surprise you, and that is good! Creativity is the key to this being fun and a collaborative story.

- Read the entire module and identify the end goal, key encounters, and key clues that lead your players to a satisfying ending on a sticky or notecard and have it in front of you every time you run a session. This will also really help you when it comes to improv roleplaying NPCs.

- Think about your NPC before the players encounter them and jot down a couple of things to remember when players interact with them. I note a specific personality, are they nice, or mean? Will they help or deceive? Do they know something helpful and what will they give that information up for? Of course, do they have a voice, something outside of my regular speaking voice and jot a note about that too.

 

4. Engage Your Players:

- Ask your players what they like most about playing, is it combat, puzzles, role-playing, etc. Once I know that I go back to the module and write in the player’s name where they will like things most.

- Encourage role-playing and allow players to shape the narrative. If you set up a space where it is ok to try voices or become the character fun will follow. Be open to them trying and encourage it when you can.

- Expect that they take notes if they don’t know what to take note of offer them this Campaign Journal it will help them stay organized and give hints on what to keep track of.


5. Be Flexible:

- Players will not follow your planned path. Be ready to adapt and go with the flow. A rigged DM can take away from the collaborative storytelling.

- Improvise when necessary, and don't be afraid to adjust your plans on the fly. Use your notecards about key plot points as a starting block for improvising. Always try and direct them to the next clue, or location.


6. Set the Tone:

- Establish the tone of your campaign early on. Is it serious, humorous, or a mix of both?

- Establish your boundaries as well. It can become overwhelming when you are in combat trying to think of the monsters next moves, and looking up a ruling, while two players are trying to use their reactions and so on and so forth. They can want a lot to happen quickly so be sure to take a moment and play.


7. Use Props and Visual Aids:

- Maps, miniatures, and props can enhance the gaming experience. We are visual creatures the use of props and visual aids helps, but the way you describe the space deeply impacts their understanding of the space.


8. Manage Expectations:

- It is ok to have some check in points throughout your first campaign. Communicate with your players about the style and tone of the campaign. Are they getting enough of their interests and having fun?

- Make sure everyone is on the same page regarding house rules and expectations. I revisit my house rules at the start of each session for the first 3-4 sessions. They also get it in writing but let’s admit the fact that they don’t still have it. Heck you might not have even read this post this far. When anyone at the table wants to clarify a house rule I make sure everyone hears it.


9. Have Fun:

- Remember that D&D is a game, and the primary goal is for everyone to have fun. This is a creative outlet for so many. Be sure to make space for a joke to keep going, the ebbs and flows of a session will be on track and sometimes really far off track. That’s ok too.

- Enjoy the storytelling and collaborative aspects of the game. I cannot stress enough how this is not your story and everyone at the table is the author.


10. Learn from Experience:

- Your first session may not be perfect, and that's okay. Learn from each session and improve as you go.

- Ask for feedback from your players to understand what worked well and what could be enhanced.

Remember, every Dungeon Master has their own style, and there's no one "right" way to run a game. The most important thing is to create an enjoyable and memorable experience for everyone at the table. Good luck on your DMing journey!

 
 
 

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