im doing a test campaign as a dm any tips

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Sillylilgoober
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25 Apr 2024, 12:28 pm

this is my first time dming anything and i want to be sure my players have much fun


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Fnord
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25 Apr 2024, 6:17 pm

Which system are you using?


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Sillylilgoober
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26 Apr 2024, 8:21 am

Dnd 5E


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Fnord
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26 Apr 2024, 5:29 pm

Assuming that you've read Part 3, Chapters 8 and 9 of the DMG, what specific questions do you have?

Meanwhile, I have a few general suggestions:

Session Zero: Instead of playing on the first meet-up, you and the players roll up characters (a main and a back-up) and discuss the player's interests and ideas for the campaign.  This can also include discussions of "House Rules" behavioral boundaries (such as sexism and racism) as well as preferred pronouns.  Remember that the game is all about making it fun for the players (even though you are "in charge"), so their input is necessary.  If they are most interested in a "Shoot and Loot" type of campaign, it is wiser to accommodate them than to try to fit them into a "Puzzle Palace" type.  Then, for the next meeting...

Small Start: Run a single standalone adventure with no more than 3 to 5 players.  This could be a 'prequel' adventure -- "How We All Met" -- that lets the players build their characters' backstories with a little action and maybe some loot involved.  Keep the plot simple, with a simple goal in mind.  (i.e., "Wanted, Dead or Alive", "Raid the Robbers", "Search and Rescue", or even "Keep the Peace" during a local festival.)  Keep the rewards simple, though -- just enough cash to tide them over to the next adventure, a few healing potions (for the cleric), a +1/+1 dagger (for the thief), a +1 buckler (for the Fighter), and a pair of +1 bracers (for the mage).  Maybe one of the players discovers a map where 'X' marks the spot without any indication of what 'X' might be.

Note-Taking: While all of this is going on, keep notes on how each player acts and reacts.  Then you can tailor and tweak the next adventure (or the entire campaign) around their "modus operandi" -- their methods of operation.

Channelizing: Don't 'railroad' them; this isn't a linear video game full of tokens and power-ups where the players must follow a single path.  This is an open world, full of choices.  If they "go off the edge" of your carefully-constructed map, just move the edge.

• Above all, make it fun for everybody.


Again, if you have specific questions, I will do my best to answer them.  PM me if needed . . . you never know where your players may be lurking . . . ;)


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MoeTrashPanda
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Today, 9:27 am

Fnord wrote:
Assuming that you've read Part 3, Chapters 8 and 9 of the DMG, what specific questions do you have?

Meanwhile, I have a few general suggestions:

Session Zero: Instead of playing on the first meet-up, you and the players roll up characters (a main and a back-up) and discuss the player's interests and ideas for the campaign.  This can also include discussions of "House Rules" behavioral boundaries (such as sexism and racism) as well as preferred pronouns.  Remember that the game is all about making it fun for the players (even though you are "in charge"), so their input is necessary.  If they are most interested in a "Shoot and Loot" type of campaign, it is wiser to accommodate them than to try to fit them into a "Puzzle Palace" type.  Then, for the next meeting...

Small Start: Run a single standalone adventure with no more than 3 to 5 players.  This could be a 'prequel' adventure -- "How We All Met" -- that lets the players build their characters' backstories with a little action and maybe some loot involved.  Keep the plot simple, with a simple goal in mind.  (i.e., "Wanted, Dead or Alive", "Raid the Robbers", "Search and Rescue", or even "Keep the Peace" during a local festival.)  Keep the rewards simple, though -- just enough cash to tide them over to the next adventure, a few healing potions (for the cleric), a +1/+1 dagger (for the thief), a +1 buckler (for the Fighter), and a pair of +1 bracers (for the mage).  Maybe one of the players discovers a map where 'X' marks the spot without any indication of what 'X' might be.

Note-Taking: While all of this is going on, keep notes on how each player acts and reacts.  Then you can tailor and tweak the next adventure (or the entire campaign) around their "modus operandi" -- their methods of operation.

Channelizing: Don't 'railroad' them; this isn't a linear video game full of tokens and power-ups where the players must follow a single path.  This is an open world, full of choices.  If they "go off the edge" of your carefully-constructed map, just move the edge.

• Above all, make it fun for everybody.


Again, if you have specific questions, I will do my best to answer them.  PM me if needed . . . you never know where your players may be lurking . . . ;)


Fnord killed it with this response ʕ ˵• ₒ •˵ ʔ! I've been in my small DnD group (four players) for a couple of years now, and I have an AMAZING DM who is so talented in his world-building, roleplaying, and knowledge of the game mechanics. I feel so lucky to be part of his campaign!

Something my DM does that I really enjoy is after we finish a big mission/arc, we will do a "Beach day" where our party members rest, recuperate, run errands, do some foraging, crafting, etc. Each player gets their own scene where the focus is ONLY on that character. Ask your players what they are interested in! Are they hoping to have the campaign be roleplay heavy, or more combat heavy? After your first real session ask for feedback from your players on how the session went.

Open communication is essential to make a campaign last! We had some hiccups last year with two of our players struggling to stay on topic with conversation, and taking over the game decisions. We had an honest talk with the DM, and then with the whole group. We established some more boundaries, tactics to redirect focus to the game, and have been much more conscious about making sure everyone has time to speak and interact with the group. Things have been great since that talk!

Good luck with your new campaign! I hope it goes well, and is fun for everyone involved! ʕ→ᴥ←ʔ


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