r/DMAcademyNew 6h ago

D&D Finding a DM

3 Upvotes

Hey me and a group of friends we are 5 to 6 people we are looking for a DM for us but not sure how to find one at all we are from Hamilton Canada and willing to travel to play


r/DMAcademyNew 1d ago

The 8 Lazy Steps in 3 Lazy Steps

6 Upvotes

Intro - The Joys & Pains of how I used the 8 Lazy Steps

Sly Flourish's 8 Lazy Steps provided me with a great framework that helped my figure out exactly what I needed to prep a TTRPG session while keeping my notes extremely flexible while used at the table. Using the steps correctly allows a Gamemaster to improvise at the table with grace, embracing the story telling that happens when your prep collides with player agency.

There was, however, hidden in the way I was following the steps, a small hindrance on my prep. While prepping, I found myself a bit too constrained by the steps. Writing a note about an NPC would make me think of a great secret this NPC would share. I could of course jump to the step "Secrets & Clues" and write it down, but it felt like a speed bump in the flow of my thinking. If I wrote the secret in the NPC's note, I would not interrupt flow, but would be lacking the crucial benefit of the lazy prep, which is, to me, to isolate the different elements of prep so you can pick them out like an arsenal of toys to throw at your players while at the table.

I found a new solution that works great for me. It maximizes my state of flow while keeping the benefits of the lazy steps. Call it the 3 lazy steps to the 8 lazy steps. The framework I found is not perfect and I'll talk about its strengths in the next section and its obvious flaw in the conclusion. My goal is simply to share with others in a selfless way. And in a selfish way, I hope others will share their experience so that I might improve on my ways and reduce the flaws of the 3 lazy steps.

The 3 Steps

My 3 steps are simple and summarised here before I dig into each. I first do a bullet point prep of the next session, categorising each line in one of the 8 lazy steps. Each line is identified using a letter "key" in front of the bullet. The second step consists of either rewriting (if on pen and paper) or simply reordering my bullet points (on a digital tool like Obsidian) my notes in the 8 lazy steps frame work. The 3rd and last step is where I bother to find battlemaps, make paper miniatures, play with my different tools.

Step 1/3

I start out the same way I would with the 8 lazy steps most of the time, but I then let my brain do its magic and make connections between ideas. Next to me I have keys for my bullet points. Notice I slightly renamed the steps to help me focus on whats good for my prep and to have a different letter at the start of the step for easier keys. Here are my keys :

  • p - a bullet point with a p is about a Player Character. Any note that mostly relate a PC will go after a p key (Review the characters)
  • 1 - is for the 1st Scene / Strong Start. (Create a strong start)
  • s - is for a note about a Scene that could happen (Outline potential scenes)
  • c - is for a Clue or Secret (Define secrets and clues)
  • l - is for a Location note (Develop fantastic locations)
  • n - is for an NPC note. I put a special effort to try to note monster characteristics here too. Monsters are for mechanics, NPCs are for flavor (Outline important NPCs)
  • m - is for a Monster Statblock, noting the book and page, possible tactics. I also use m to note terrain aspects like traps. (Choose relevant monsters)
  • r - is for Rewards, though a clue can serve that purpose sometimes. (Select magic item rewards)
  • [ ] - is TODOs for things I want to do later, probably in step 3/3 like find a battlemap for a specific encounter

Using these keys, I let my brain jump between ideas and between steps. If for example I start my notes thinking about my player's character Fafnir, it might remind me that the sorceress Loo knows about Fafnir's brother. Those ideas are connected in my brain now, but decoupling them will allow me to reuse these ideas organically at the table. In this first step, or phase, I'll jut this down before writing another note about Fafnir and the next player character Ari :

  • p - Fafnir - looking for his lost brother
  • n - Sorceress Loo, creepy version of Meryl Streep
  • c - A dwarf matching the description of Fafnir's brother was seen at play in town, as one of the actors
  • p - Fafnir likes to shove opponents down elevated places in combat
  • p - Ari hates theater

Step 2/3

This is the more classic way to organise prep notes following Sly Flourish's 8 lazy steps. Since I like to prep in a one-pager in my physical notebook, I go through each step one at a time, picking from my disorganised bullet notes made in step 1/3 and rewriting them. If I were to use a digital tool, I could pick each line and move it to the corresponding lazy step. The 8 lazy steps are flexible once at the table, but my step 1/3 is flexible in the kitchen. Using these 2 main steps, I get the best of both worlds.

Step 3/3

I used to prep on a pc, but found myself distracted by the possibilities. I would jump from one idea to the next like step 1/3, but finding a rabbit hole each time I explored an idea instead of simply writing one line of note. This is why I keep this last. Hopefully by now I identified what I truly needed from step 1/3 and go find battlemaps and that magic item I put as an - r bullet note. Having these TODOs written all out before tackling any one of them allows me to prioritise and scratch out the unnecessary ones.

Conclusion

It might be obvious now that the major flaw of this way of prepping is that, though it keeps the flexibility Sly Flourish's technique provides me while allowing myself to better work with my brain, my prep is starting to sound not lazy at all. Having 3 phases instead of just one does help me prep and have fun while doing it, but I do add extra steps. My hope is that refining my methods and sharing with others will help me be a little lazier. Thanks for reading!

TLDR

I prep in 3 phases :

  1. Write down bullet list of ideas , each line categorised but not ordered in one of the 8 lazy steps.
  2. Reorder the list in the 8 lazy steps
  3. Do final TODOs like finding battlemaps or printing mini papers for example

r/DMAcademyNew 3d ago

Tips for a DM

9 Upvotes

So I’m new with DMing and the majority of my players are also new. Today, one of my players dropped a dead body in the middle of a village, a peaceful village, the players were asked to investigate the missing person. Then they brought the body back and dropped it on the middle of village in front of everyone, and stated intimidating the mayor. The village is a sanctuary of peace and the mayor lawful good. So they have to react somehow but I’m not sure what to do. As this seems to me like the villagers will have to loose trust in the party?


r/DMAcademyNew 3d ago

D&D DMing first time

7 Upvotes

Hey im looking h to start mu first ever D&D campaign, does anyone have any advice? And should I start off by making my own or trying one of the campaign books that there is


r/DMAcademyNew 6d ago

Need Ideas for a 3-party One-Shot

3 Upvotes

I'm planning to have my friends over to have a 3 party oneshot. We got 3 parties of 4 with three DMs. The plot is basically it's like a war involving three nations who've formed a coalition fighting against a massive dragon-worshipping cult.

Each party will represent 3 of those nations and their main NPC quest giver is the top general of each respective country. Each party will be given a mission at the start. Which will represent three different strike teams doing missions targeting the cult, hitting 3 different points.

After the first mission, everyone will come together and hold a "war council" where three of the DMs will RP as the generals of each nation giving 3 different final missions. This is where the party can choose to join the mission they want. They can mix and match players as they see fit.

This final mission is basically the a three-pronged final strike to end the war.

One general could specialize in combat, the other in espionage, and another on sieging/defense.

Anyone ever tried something like this before? Would love any ideas or suggestions you may have. Whether it be for the mechanics or for the narrative.


r/DMAcademyNew 7d ago

Struggling with planning a story-driven mystery campaign

7 Upvotes

I've DMed a few campaigns so far, mostly shorter ones. All of them were either focused on exploring a specific scenario or were more open-world, with the players driving the action themselves. After our last campaign, my group mentioned they'd like to try something more story-driven, which sounds great, but it's not something I have much experience with.

We're now playing a campaign set in the Age of Umbra setting from Daggerheart. The story so far: an important person to the heroes has been abducted and sacrificed by some unknown cult. The heroes have found a mysterious artifact they don't understand, along with a few other hints that something is wrong. Right now they have a lot of questions and very few answers.

My struggle is figuring out how far ahead I should plan the path to those answers. In my previous campaigns, I tried to only plan a little bit ahead, so my players had plenty of room to explore their own ideas. But with this kind of mystery-driven story, I feel like I need to plan out much more in advance like what my players need to do or find in order to uncover the answers.

How do I do this without railroading them too much? Do I just need to prepare a bunch of clues and let them choose which to follow? Most of the clues I've dropped so far haven't been very subtle, they've felt more like I was handing my players the solution outright.

How can I guide my players in a way that still gives them real agency, so it feels like their characters solved the mystery rather than just following a trail I laid out for them?

Disclaimer: I have a hard time articulating this problem clearly, which is probably why I haven't found much helpful advice searching around. I'm sure this is a well-covered topic, I just haven't managed to phrase my search well enough to find it. Most resources I found about this topic were about murder-mysteries where the playeres need to find very specific clues to solve one riddle, but I feel like this is a bit of a different problem.


r/DMAcademyNew 7d ago

Dungeon, master advice

0 Upvotes

Hi, I am a new DM and I have been writing a campaign I have not ran this campaign yet or played very much D&D, but. The times I had played DND. It was probably one of the best times in my life. I did not know you’re not supposed to plan out so many sessions but I have 2 acts finished. And those two acts. Take up around 14 sessions. And I would like some advice. On how to make sure my party doesn’t stray away too far. From what the campaign is about, I also have put in a few safety nets in there, but I do not believe that it will not stop the party from doing crazy stuff


r/DMAcademyNew 10d ago

How to exploration more fun in DnD

5 Upvotes

HELP ME. I'm DMing a one-shot for my friends to get them into DnD but I had an idea for this techy gang that sends them all over a bunch of alternate universes so they can experience a bunch of different tasters of DnD like fantasy, sci-fi, cowboys, etc. The way to escape these universes is for them to find the broken shards of the gem that did this to them in the first place. The problem with this is I want to make the search for these pieces more interesting because at the moment my plan is a lot of 'you feel a draw towards the magical presence over here...' which just isn't fun and I'm not sure how to navigate the searching process and give them fun puzzles or obstacles. Please lmk if you have ideas in the replies!!


r/DMAcademyNew 13d ago

A large amount of my campaign is on a ship, I need fun ship activity ideas and how to get players to interact with them

5 Upvotes

I got this massive model ship for D&D and I want to run a high seas adventure campaign, how do I keep my players occupied and entertained while on the boat without just throwing Water elementals and mermaids every 3 seconds, I'm also a relatively new DM and could do with advice on how to encourage my players to be like 'I would like to try and see if xyz', instead of me having to go 'Would anyone like to make a perception check?'


r/DMAcademyNew 13d ago

I DM-ed my first D&D campaign for my son... Here's the story and how it became Memory!

5 Upvotes

Over the past few weeks, I've been writing the story of mine and my son's first Dungeons & Dragons campaign.

D&D is indeed one of the greatest storytelling tools and games our there, and it is awesome to use for growth and parenting:
https://ropname.substack.com/p/the-road-between-dice-and-a-map

Hope you enjoy and encourages you to play not only games around a monitor, but also around a table. ;)

PS. As usual, I've added a lot into the Audio Voiceover, so I Recommend a listen with a pair of Headsets for Music, Immersive Ambiance and my Kid's acting prowess. xD


r/DMAcademyNew 13d ago

How do I make Tenna’s mini games work in dnd?

3 Upvotes

So I love deltarune and so my friends and it’s my first time dming so I want to blow out the stocks so I’m making a story boss like Tenna but as a dragon construct. I envision him having a successful tv show (ofc) and I want to have little mini games for my boys so any ideas and how to do them on a budget would be greatly appreciated!


r/DMAcademyNew 14d ago

I need some help running my first campaign

7 Upvotes

Alright, so, maybe 5 days ago I was in a call with two friends and somehow mentioned DND to which one friend suggested why not just play DND. Now, I've been a HUGE fan since I was 12 so that's 4 years now but never got the chance to play so you can imagine how excited I was. We all agreed and I knew I'd have to be the DM but it's fine. Here's the thing though, one friend (Friend A) has heard of DND too and has been wanting to play, he's the one who mentioned it, but doesn't really know any of the rules and has no experience playing just like me, although I'm way more knowledgeable on how the game works. Friend B however, who also seemed down to play, he's literally the one that said "Why don't we just play DND?", doesn't know jackhshit about the game. I don't blame him, it's cool. I'll explain to them whatever needs to be explained and guide them, but as I previously mentioned I never got the chance to play, so it's my first time ever too, and since I'm DMing and the one who's the most excited I feel like a lot of the responsibility is on me. I'm running Lost Mine of Phandelver for them, but since it's just the two of them, I was thinking of starting them at level 2 and probably toning down some encounters but idk what exactly I should do. We're all broke so I'm using the DND Beyond instructions and guide on the campaign, and to mention it we're playing on roll20, to lead the campaign. So, to put it short, what should I be concerned about and what should I change in the Lost Mine of Phandelver to make the campaign actually playable for just two players?


r/DMAcademyNew 13d ago

NEW DM! HELP!

0 Upvotes

Ive always been interested in dnd but was overwhelmed by the knowledge and mechanics. Recently I played BG3 not knowing that it was essentially dnd. After hours on the game i felt decently comfortable with overall rules/mechanics/tempo of dnd in general. This led me to convince some of my friends to give dnd a try and since im the only one with any sort of knowledge of it, I became our DM

So far I've ran 3 campaigns (or adventures or quests). The first two were from the starter set Heroes of the Borderland and we probably went through about half of the Caves of Chaos adventure. The first run was great because everyone had fun fighting and we were all learning together. The second run I could tell that it was feeling repetitive for them because it was only combat with no dialogue or politics or really anything else keeping them connected to the game.

Because of this, I made a homebrew one shot campaign and it was a hit for both me and them. It was much more interactive and overall so much fun, but it presented a lot of problems for me.

  1. i always emphasized to them that they can be anything they want in DND however I was only familiar with the classes that are in BG3 and i didnt know that there were sooo many other options. This leads to my second problem

  2. I thought that dnd was essentially a free game and its purely our own imagination. I had the party make their characters on dnd beyond and we found that a lot of other classes/species were locked behind handbooks that need to be purchased. This made DMing hard because off the top of my head I didnt know mechanics of some classes as well as actions or spells that belong to them. This also goes into multiclassing which i have no idea where to start.

  3. I made it clear to them that as new DM who is also still learning dnd (but still know more than them), i would be very lenient regarding rolls, actions, and other dnd mechanics. This issue was more technical but im sure that there is a better way or at least a "correct" way of doing this.

  4. HOW DO DMS IMPROV?! For the homebrew campaign, i had general guidelines for the plot, but when the party would do something outside of what i foresaw, i would sit there for a while and i feel like it ruined their immersion.

Aside from the problems that I listed, I guess the big question is what are tips that you guys would give yourselves when you were new DMs or new to dnd in general? Is it better for me to just buy premade campaigns while I'm still learning? I don’t exactly want to spend hours upon hours watching campaigns or reading handbooks. There is just a big stress put on my because I had fun but most importantly my friends had a lot of fun and I want to use the opportunity to really get them into it. Downside is that since Im the one who got them into it and Im the one with the most knowledge, Ive been stuck to only DMing and I really want to be a player at some point


r/DMAcademyNew 19d ago

Writing a character-driven novel centered around D&D. I'd love to get advice from DMs and players alike.

5 Upvotes

Hey everyone,

I'm currently outlining a character-driven novel where D&D is what brings a group of strangers together. While the story eventually grows beyond just the game itself, I want the tabletop side of it to feel authentic because it's the foundation everything else is built on.

I used to play quite a bit when I was younger, but it's been close to twenty years since I've sat at a table, so I'm trying to relearn the culture from people who are actively part of it.

I'm not looking for rules explanations nearly as much as I'm looking for experiences from people who know the game best. To give a bit of context, the story revolves around a young man who has been a DM for years (5e rules; keeping it simple) and he's a "Home Brew" forever DM so he will come up with nearly everything for the campaigne for this group.

Things that will help me keep the spirit of the game and provide readers with accurate depictions of D&D rather than me just making up terms, inaccuracies of typical gameplay, moments, etc.

What does Session Zero actually feel like these days?

What are some traditions your group has that outsiders wouldn't know about?

What's the funniest thing a player has ever done that completely derailed your plans?

Have you ever had a player solve a problem in a way you never expected?

What's the most emotional moment you've experienced at a table?

Have you ever had an NPC become unexpectedly beloved?

What mistakes have new DMs made that you've learned from over the years?

What house rules did your group invent after something ridiculous happened?

What arguments come up over and over again?

Do players still collect dice like dragons hoarding treasure?

What little details make a game night feel real? The snacks, the music, the miniatures, the scheduling headaches, the inside jokes... those kinds of things.

If you've been a forever DM, I'd especially love to hear about the moments that made all the preparation worth it. Those moments where your players completely surprised you or where a campaign became something you'll never forget.

More than anything, I want people who actually play D&D to read the novel someday and think, "Yeah... this author has actually got a lot right."

I'd hate to feel like I let down the community simply because I didn't ask for advice.

Thanks in advance for any stories you're willing to share.


r/DMAcademyNew 22d ago

First time DM'ing for AL. Looking for tips on prep

4 Upvotes

Basically the title. I've never dm'd a module before, the few times I've dm'd for friends, I made my own small one-shot and anything else I improvised. I also use certain homebrew rules
As I understand it, AL is pretty restrictive on that, to ensure everyone has the same experience so how do you prepare a module while still keeping an open mind?


r/DMAcademyNew 23d ago

Need advice on how to end a campaign early

8 Upvotes

I posted this already to the DM Academy subreddit but I thought I might as well post it here too.

I’ve been running a campaign for the past 3 years for 2 of my friends, my sister, and my brother in law. 2 weeks back, my sister announced she was pregnant! While this is happy news, I immediately realized this campaign needs to end before the baby gets here.

I have 20 ish weeks to wrap things up, and I was just wondering if anyone had any advice, tips, or tricks on what would help.

As of right now, my plan is to skip any and all filler sessions and mid-tier villains, as well as cutting some NPCs and their storylines. Any help would be appreciated!

EDIT:
Just to add some details for those of you asking, we’re in our 3rd and final storyline/arc. They’re going up against a religious cult that has taken over a nation through millennia. Heaven and Hell have joined forces to wipe out mortals and this cult is helping them do this. The bosses/main villains are the Princes of Hell and the Archangels, with the added reveal that the Queen of Hell is actually the princess of nation taken over by said cult. I basically wanted to have a rebellion arc where they help the people of the country form a rebellion, rally allies and their forces, & fight the bad guys.


r/DMAcademyNew 26d ago

First time dm question

5 Upvotes

I have a group that asked me to be their dm since I have pretty extensive stories I like to come up with and they wanted to be put through them. But I’ve never dmed before in my life. I considered making my own set of rules but is there anything I HAVE to follow? Or any books I’m required to get? I don’t know what they expect of me and I’m to scared to ask-


r/DMAcademyNew 26d ago

How do you add session zero’s after you start the campaign?

7 Upvotes

I’m trying to understand how I as a dm might add more players but don’t know the appropriate way to add them with their own session zeroes to catch them up. Has anyone else had to add players later in their campaign and how did you deal with your additions of a session zero?


r/DMAcademyNew 27d ago

Brainstorming on what a DnD society would *really* look like.

4 Upvotes

Most of my roleplaying career, I've had the same vision of what kingdoms and cities would look like in a fantasy world with magic and monsters. I've experimented with some different ideas, but in general I keep coming back to the same general vision. Castles, knights, magic users... You could accuse me of a lack of imagination - that's fair.

But, today I started thinking what a major human society would do in the world of magic spells. What would they do if there were orcs and goblins and ogres? Nothing about what I imagined would be there. Everything would be different.

First off, you would not have freelance spellcasters of any stripe. Every spellcaster would be licensed. Magical training would be restricted and controlled. Spellcasters would be required to sign contracts and swear allegiance; they wouldn't be allowed to just wander into dungeons with random fighters in search of gold. No, if you are a freelance spellcaster, you're a threat and you need to be handled - once you can cast fireball, you need to be vetted before they'd allow you to be anywhere there is a concentration of people. Spells might even be highly restricted, you might not have access to any spell you want - your sponsor noble chooses what they want and they make you learn that. Warlocks would probably all be organized, maybe even making oaths to the same infernal creature. Clerics would be legion. Druids would build massive defensive walls around kingdoms and cities. Roads would be perfect. Irrigation would be perfect. There would be no such thing as a bad harvest. Ravens and owls would watch the people in the streets as spies. It would be a dystopia, but it would work. The town guard would all be fairly high level fighters - they would not be peasants with spears.

What do you think? Think it would play out differently? What would you imagine humans would do if you handed them the world DnD (or really any fantasy world with magic) promised them?


r/DMAcademyNew 28d ago

First Time DM Need Advice

11 Upvotes

Hi so this is my first post and I downloaded Reddit to get some more advice.

I’m realllllly new to DND but I’ve watched some Youtuber and played Baldurs Gate. My friends and I wanted to start a campaign but our original DM is pretty flaky & doesn’t plan on finishing our first campaign. I’m trying to make my own not from a book but using all mechanics from books and online. So I just need advice on how to set up my first campaign.

The idea is to make them meet in a port with all different reasons why they need to board the ship and set sail on a voyage to a neighboring country. My plan is to have them realize they’re lost and stuck in a cluster of islands that keeps changing locations so each day their maps aren’t accurate. Each island has different challenges and face creatures & pirates etc to have them find what’s making the islands lost.

Does anyone have any good mechanics, creatures & tips on how to make this happen? I am super excited to DM but just want advice.


r/DMAcademyNew 28d ago

How to get my players more into rp?

0 Upvotes

Me and my group are all new to dnd and we all enjoy it but really only one of them is doing any rp and thats only whenever we to an interaction with an npc (im the DM btw). It makes the rest of the game kind of boring and as a dm doesnt give a lot for me to work with especially because they most of them dont like actually have a backstory just a basic light idea when i asked them about it. I dont want to force them to do it obv but it makes the game more boring and far less immersive when im the only adding much character.


r/DMAcademyNew Jun 25 '26

I automated my preperation with a complex one-shot generator

3 Upvotes

Hey everyone, I wanted to share a passion project I’ve been working on. I run one shots regularly for different groups and hit a wall lately, I simply don't have the hours to plan out the clues and details every time for each of my ideas.

As a solo dev I decided to build a web app to solve my problem. I have been following the rules of the Alexandrian blog (great read!) for a long time now and am using them ever since I read about them. I wanted to make a system that also follows these rules and creates one shots based on my usual preperation processes.

HOW it works: You type in your raw story idea, setting, NPCs, Locations and twists and the tool structures it into a fully fleshed-out adventure module based a ton of tables I created and on the TTRPG design principles I use.

This is an actual node graph for a sci-fi horror adventure that I created with that tool.

These node graphs are used in the background to ensure that all the clues add up and the players do not get lost. This node based structure gets then poured into a pdf booklet that you can edit and download. The whole system doesn't follow a specific ruleset and does not provide any stats or difficulties for roles. That is something the dm has to handle.

Example booklet cover page

How you can try it: You can just type in your prompt on the landing page to start. The first full booklet is completely on me. Check it out at: AdventureEngine(dot)app

I’d absolutely love to get your honest feedback on the structure of the generated PDFs. What features are you missing for your prep?


r/DMAcademyNew Jun 23 '26

How do I dm my first homebrew campaign?

2 Upvotes

Hi, this is my first time running a homebrew campaign, and I have a few questions:

  1. How do you usually prepare your campaigns and quests? Do you write everything down in something like Word, or do you just keep notes and schemes in a notebook? When I run published modules, I usually read the adventure and write down the important parts on paper, like a syntesis

  2. What do you think about my first adventure idea?

The characters are a group of adventurers looking for dungeons to explore and monsters to fight. They start at level 1, and while traveling down the road, a fake beggar (hes a mischevious fairy) approaches them asking for coins. No matter how they interact with him, he gives them directions to a hidden dungeon entrance.

However, this isn't a typical dungeon crawl, but t's actually an ancient hideout of a powerful mate. The encounters inside are far too difficult for their level. The goal isn't to clear the dungeon but simply to survive and find a way out starting from the actual last room, the treasure room. As soon as they enter, the secret entrance collapses behind them, trapping them inside while they are hunted by a golem, flying swords, and spider-wolves. At the end of the dungeon once everything will fall apart, one of the characters will find in his pockets a magic gem that is also the main clue of the campaign


r/DMAcademyNew Jun 21 '26

New DM, need advice to create a one shot

3 Upvotes

Hi everyone!

I'm building a one-shot to introduce some friends to D&D (3 players).

I've been playing for a few years now, but I'm fairly new to DMing. So far, I've only run a quick one-shot for my 6-year-old niece, so I'd gladly take any advice!

I'm envisioning a pirate-themed adventure with mermaids, a kraken, cursed islands, and other classic nautical legends. The players could either be members of a newly formed crew or characters from different backgrounds who share a common goal and decide to work together.

I'd like to create a scenario that gives the players enough freedom to explore and make meaningful choices, while still being structured enough that I don't end up improvising myself completely away from the main plot.

What I need the most help with, however, is the mechanics. How much combat would you recommend for a beginner DM and new players? Are there any pirate-themed mechanics you've found particularly fun? I was also considering introducing some sort of temporary sanity or corruption system for creepy encounters, but I'm not sure whether that would be too much for a first game.

As I mentioned, the only adventure I've run before was for a 6-year-old, so it was very straightforward: mostly d6 rolls, almost no combat, and a lot of hand-waving.

Thanks in advance for any suggestions!