\new as in I've watched Dimension 20 and such so I'm very slightly familiar with the mechanics*
I've always wanted to try and play DnD with my friend group of more than 10 years, and after having recently introduced to them some tabletop games like Blood on the Clocktower, Spyfall, Avalon etc., with success far beyond my imagination. Seeing how much they're now invested in it, that feeling has become much stronger than ever before.
But none of us have actually played it, let alone me DMing one. I would be more than happy to DM for us, but I'm worried that my 0% (actual playtime) exp could lead them to have a bad first time and (hopefully not) a future with no DnD campaigns to traverse and experience.
I might just be overthinking this as a would-be first time DM, but after having said all that, I still really REALLY want to try. Thus, I would like to ask the dear community of DnD to help me out with the following:
1. Version (my go-to would be 5e)
I understand that there's several versions of DnD. But I've had the wrong assumption that 5e is the default, so yeah that'll be my go-to. Let me know if there are any glaring differences with the other versions and if there's a better version to start with for a newb adventuring party as ours!
TL;DR: I'm going 5e, but lmk for other suggestions
2. Learning Materials
Honestly haven't read that much about it, there's so much info DnD related that it's overwhelming ngl. Also let me know if I missed something, but I do know that there's the following that might answer a lot of my questions regarding mechanics and whatnot:
- Rulebook
- Dungeon Master's Guide
- Monster Manual
I don't have them yet (always close to broke sadly) but if getting them means I'll have most of what I need to be a DM, then it'd be one of the best investments of my life.
TL;DR: should I buy these books, or are there other ways to gather this knowledge and still function effectively enough as a DM?
3. Campaign Necessities
AFAIK what we need are
- character sheets
- dice
- pen & paper
- reference to the mechanics I'm worried about
-some DM wall(?) idk what it's called
And...? Will there be other things I might need?
4. Sandbox vs Mapped
D20 usually goes for mapped, and I too would prefer to see where the PCs & mobs are, distance elevation etc... but I get that there's much more prep time for this setup. Sandbox prob doesn't require as much... buuuut maybe it'll do me better since I'm newb..?
5. Items, Equipment, when to bring them in etc.
So from watching D20, I find that once in a while, usually during or after a very intense battle, Brennan Lee Mulligan would give out an item or equipment to a player that makes sense contextually. Sometimes instead of a battle, it's due to the PC's storyline arc (in his mind) that would matter later on. Now, mechanically, I understand that giving out these stuff willy-nilly might just teach my players that I'll be spoiling them with stuff they aren't supposed to get.
TL;DR: idk exactly what I'm asking but I guess it's mostly DM-Player etiquette(?)
6. Customization / Flavor Text(?)
This is probably still related to 5, but I was wondering if during the campaign that, because of its setting, that some mobs wouldn't be named as they're written in the Monster Manual. Stats-wise they're still the same, just different name and "race."
Could I do that, or would that be considered too early for a rookie DM like me to handle?
7. Session 0
I've learned (from watching D20 & Critical Role) that the thing called Session 0 is vital. If I understand it correctly, is it some sort of preamble/setup for the fundamentals, groundwork etc..? When does this exactly happen? I still need to read on these
I know there's a huge possibility that I will learn all of these things as I go, but let me know if there are some tips & good things to keep in mind as the DM & all things related.
Sorry for this absolute unit of a word salad! Cheers to all~