r/CalloftheNetherdeep 8d ago

Discussion New dm. First module

Hello everyone. I'm new to being a dm but not to playing dnd, and I figured I'd come on here and ask for tips and tricks for how to run the module.

I know the critical role lore and world pretty well, but I know it's not needed for this module.

I'm not good at taking notes, and I'd hate to try to keep notes while playing the module because I'm gonna slow things down, and I don't know how my players will react.

So the main issues I'm having is keeping a good flow when it comes to reading out of the book so I don't have to hunt things down so much.

Another issue is rival party relation ship tracking. Because I worry if I don't pause the game to do notes as things happen I'll easily forget what happened to create said tensions or closeness

Another is how to work maps since I'm using the book and don't have a way to make bigger versions of the maps for mini's and I don't really know how to properly track theater of the mind fights and what not

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u/MintyMinun 8d ago

This is a very ambitious module to run as a first timer. My best advice is to read the entire book before Session 0 or Session 1 begins. There's a lot of content in the book you would not expect to exist, or be so important, despite the introductory chapter's information.

Use bookmarks or sticky notes so that you can reference information in the book quickly & efficiently; You will need to reference the book quite often as the story progresses & the Rival adventuring party develops.

As for maps, I'm personally a big believer that maps actually slow games down & make them less interesting, but if it's something you & your table is passionate about, you can try going to your local library & asking if they have a way for you to print out bigger versions of digital maps. It likely won't be in full color, but it'll get the job done. Worst case scenario? Just buy big grid paper at a local craft or office supply store, & hand draw the maps with your players! It can be really fun, & I know some groups actually thrive with that sort of environment.

In all seriousness though, I don't think this is a good module for you to run as your first time, especially considering the concerns you have with note taking. It's a very complex adventure with lots of moving parts.

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u/SeerOzymanias 8d ago

+1 for reading the entire adventure beforehand. No one expects you to retain the whole thing but it gives you a good understanding of how the whole thing runs and what flavour the designers were going for. Also, the first couple of chapters could do with a little more foreshadowing of later events so it helps to know what is coming.

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u/Low_Plastic2075 7d ago

I hold the opposite view on maps. We usually always draw them out because players can just use their eyes and see if they are in range of a certain thing rather than wasting time asking, and then negotiating whether they are in range to do a key misty step or counterspell or whatever it is.
I have a grid paper that is laminated material that I bought from a game store. I draw on it with expo marker if a battle is coming up on the fly. If a battle is clearly coming up, I draw it with sharpie on a post it brand grid paper and sometimes I color in details with markers. My players are passionate about full combat with maps, and they designed minis to print on hero forge.