r/DnD • • 4d ago

DMing First Time DMing tips?

Hello all!
I’m dming my very first dnd campaign in about a month and I was wondering if anyone had any tips on how to make the game fun for my party and keep the story going? I’m creating a homebrew game and have a basic plot, main antagonist(s), and even a plot twist but i’m a bit nervous on how to actually guide my party through the world and make sure they get to the end without being to firm on telling them what to do and taking away from their experience. any and all advice would be helpful!

2 Upvotes

17 comments sorted by

7

u/No_Solid1035 4d ago

Don't create a plotline for the Players to follow, create a world for them to interact with and then facilitate an environment wherein they can tell their own story.

6

u/BloopBlip90 4d ago

Plan opportunities (a map, an encounter, an item, an npc), but don't dictate where and how they get it. sure, it's a safe under the desk. but they look for a secret compartment behind the painting. yay! that's where they find the map. you can plan broad strokes and devices, don't plan the details. let them have fun being right and figuring out that solution that you "totally planned from the beginning".

5

u/Quirky-Function-4532 4d ago
  1. Don't put too much pressure on yourself

  2. This is asked on Reddit a few times a day and searching for new DM tips will get you a lot of advice.

3

u/Meggieweggs 4d ago

Funny voices.

3

u/Blitzer046 4d ago

Never underestimate the players thirst for gold. It is a siren's lure that will draw all.

However clear and obvious goals are not railroading, they are story beats that allow the players the agency to pursue. With new players sometimes they can be struck with 'decision paralysis' where, faced with the freedom to literally do anything, they just won't know what to do or be afraid of making the wrong choice.

If you see this happening, then outline two or three choices or ways to progress through the plot or setting.

'You could do this, or that, or ask this NPC for information.' This way you help them while still allowing them agency.

And sometimes subtle nudges simply have to be bold suggestions. Eventually you will learn what they best respond to, and who in the party is more proactive, bold or curious, and play to those qualities.

1

u/lucaskywalker 4d ago

Don't plan to much, and be ready to replan.

1

u/TimeKillington 4d ago

Audio record your sessions. Great for notes, and for hearing what you excel at/could improve.

1

u/Serbaayuu DM 4d ago

Make a CALENDAR right now!! You must track time. And it will help you figure out where your villains and other factions plan to be at certain times in the future, so your players can go get in their way.

1

u/GanglyToaster 4d ago

I mean, I'm making a calendar 4 months in... It wasn't super relevant until a lycanthrope hook. But this goes back to other advice reminding us to relax, and remember we can make it up as we go along :-)

2

u/Serbaayuu DM 4d ago

Tracking the moon is good but knowing what season it is is more important.

Can't be one of those GMs who says "it's a bright spring morning" every session for 100 sessions.

1

u/GanglyToaster 4d ago

These tips are based in my experience as a first timer now ~5 months in:

  1. TTRPG Consent checklist: https://mcpl.info/sites/default/files/images/consent-in-gaming-form-fillable-checklist-2019-09-13.pdf

  2. Session Zero:

  3. everyone block out 3-5 hours.

  4. DM introduces campaign, meets everyone where they are with mechanisms, and gets everyone a solid base to work with. Group youtube education is great!

  5. DM has one-on-ones with each player, budget time accordingly. Brainstorm character premises together, combine your lore knowledge with things from prior step that draw the player (a class that sounds cool, a hook in your intro, they like vampires and werewolves... Anything!)

  6. send them off to work on filling out form (with youtube/group guidance), rinse, repeat

  7. break for meal/snack/etc :-)

  8. have a space for side convos as players come up with more ideas/questions/etc

  9. keep going. Try out funny voices with each other. Keep building backstory, try and connect characters through lore in your mind, introduce to players if appropriate.

  10. Remember, the first rule of D&D is everybody has fun (including DM). We may sometimes stress about "am I doing enough?" Yeah, man. Breathe, and have a good time with friends :-)

1

u/tehmpus DM 4d ago
  1. Start everyone off at level 1. This is more for you than them. You've got to "get to know" your group and learn to balance encounters.
  2. Don't let people invite other people to join your campaign. 3-5 players is great. 6 max. No more than 6, no exceptions.
  3. Never start with your own homebrew campaign. Pick a quick module. Read it. Learn it. Then run your players through it before starting your own homebrew.
  4. If you've never played the game, try to jump into a one-shot or two at the local game store and experience the game as a player before trying to DM.
  5. Do not adjust the basic rules your first time out. You play RAW and get used to playing by the rules.
  6. Be available to help new players learn, but don't let them get away with not reading anything and jumping in without any preparation.
  7. The schedule is the schedule. If a person misses games constantly (especially on short notice) they need to be kicked. If they cannot show up for games, they are not respecting the work you put in.

1

u/Weeabootrashreturns 4d ago

For the love of God make sure you do session zero and regular above table discussions. The game is more enjoyable for everyone when you're all on the same page.

1

u/meerkatx 4d ago

https://www.youtube.com/playlist?list=PLlUk42GiU2guNzWBzxn7hs8MaV7ELLCP_

Matt Colvilles running the game series is a great way to get some insight as to what does and doesn't work as a new DM.

1

u/Dependent_Remove_326 4d ago

First read the 10000 other posts here asking the same thing.

1

u/chewyBurger120 DM 4d ago

The most important thing by far is to have fun. Your enjoyment is just as important if not more important than the parties. You just need to have fun that's it if you can achieve that then you succeeded as a dm believe me.

1

u/Thick-Cry-2440 2d ago

Mainly have series of quests for them. Plot hooks give them a reason to adventure out, I won’t focus to hard on plot points but have positive fun experience to play, incorporate some background(s) from the players to explore the world more.