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If you are wholly new to the game and you are starting as a DM before starting as a player, get some modules.âĽď¸ Good luck. Youâll do fine.
The following is for people who are experienced players and are now switching over to the DM side of the screen, to shake âem out of some misconceptions about how the game is best set up.
Donât prep scenes, donât write âscriptsâ. But do prep places,
obstacles, enemies, rewards and situations.
That is the biggest thing that I wish I knew when I went from a player to a DM. The game loop is
1. DM describes the situation, and asks âwhat do you doâ?
2. Players talk, have their characters do things, they ask clarifying questions that you answer.
3. Suddenly something they say or do trigger your prep or the rules, which you engage with, and then thereâs a new situtation and itâs âgoto aâ and a new âwhat do you do?â.
Thatâs the loop, and from that itâs easy as a player to get the impression that âwow, the DM had all these scenes for us, first we met the fishmonger, then the troll, and then we had that fantastic castle, where we first entered the big hallâ, it can look very linear, and then when those players become DMs they take such a âlinear structureâ and try to impose it on their players. This is a common problem, and even commercially available adventure modules are set up this way (and they fall apart as soon as you touch them with a stick). Donât fall into that trap.
Instead, always think âmaps & encounter tablesâ, not âscene 1 â scene 2 â scene 3â. Youâre making a world, not a movie script. Random tables can save you a lot of work, you donât have to prep every grain of sand on the planet, but interacting with a world thatâs âthereâ, thatâs been committed and has an off-screen game state where things are actually canon, where you can actually make an impact, can feel more meaningful than the âshadowboxingâ of playing in a worldâs thatâs being constantly pulled out of the DMâs hat on the fly.
Usually, to answer any questions that come up, like âwhatâs in that house down the street?â I try to think in three tiers. First, is the answer in the existing prep? Then use it. Otherwise, is there a random table or other mechanic that can generate the answer? Use that. Lastly and only as a fallback, make something up. Donât feel bad, itâs fine, but make a note and patch the hole for similar situations in future sessions. That way, your DMâs toolbox will gradually grow as you get more experienced. You can start simple and then youâll know what type of prep you need and how to efficiently patch holes by coming up with mechanics and tables that cover a lot of unexpected situations. My own home table runs a complete hodge-podge of like market availability rules from one game, climbing rules from another, crafting rules from yet another and so on. Donât get overwhelmed as you start out, soon enough youâll be able to answer any situation with an âof courseâ and a satisfyingly official answer.
When you do have to make things up, hereâs a tip from my pal Vincent, he says to âgive everything a butâ. You have some principles about the world and then you constantly nuance them. âThis is a rough&tumble world, but this person is vulnerable, trusts you.â âEvery pirate ship is old and worn, but this one seems especially so.â
Make sure everything you place on the map has stats, and stick to those stats. When you ask for rolls, state the DC or AC before the dice hits the table.
I know Mercer and Colville does it differently but thatâs my advice. Without a stated DC, Iâve been all too tempted to give the answer I want to give, but the reason we roll is for the dice to decide. I also personally never, ever fudge (and changing HP and AC is also fudging)âmy playersâ characters die all the time but if your group has a problem with that, itâs better to fix that with a houserule that keeps them alive in a way thatâs transparent to everyone at the table rather than a decision the DM can make behind the screen. You never want to be in a situation where you are the one deciding who lives and dies, when the game system is designed to
decide that and can take that responsibility off your shoulders.
Donât roll for social situations. I try to suss out who is asking and who would be answerer, and if there would be no objection I just give them the answer right away. If there would be an objection, then what âtacticsâ would the answerer use to avoid answering? How and
why are the NPCs not always giving the PCs what they want? Donât inject drama where there is none. âCan I buy a healing potion from you for 50GP?â and if the NPC has healing potions for sale for 50GP then the answer should be âOf course, madam, and the bottleâs complimentary!â and move on. Do whatever liâl voices, flourishes you want, thatâs up to you. Donât make a conflict where thereâs no conflict.
When there is a reason for the NPC to not immediately give them the resourse or answer, or for an NPC to ask something from the players, and you have that reason clearly in your head, playing out conversations becomes crisp and clear but still sounds natural. The NPC will be convinced if and only if the players can deal with their âtacticsâ like doubting, lying, disrespect, respect etc.
Like letâs say youâve noted (or rolled randomly) that an NPC knows the truth, but is afraid to tell it because they think theyâll be falsely accused of being involved themselves. Thatâs the type of info about an NPC that came make the conversation really come alive.
I donât do the whole âinsight checkâ, âpersuasion checkâ. The skill
system is optional in 5e for a reason. I donât like âroll dice to solveâ puzzle either. Also for searching and investigating. If the key is in the compartment under the drawer and they look in the compartment under the drawer Iâd be an asshole if I then also asked for a roll. Just charge them some âtorch-burning timeâ instead. Itâs OK that dice are used mostly for combat and for rolling random encounters and itâs OK if the dice are never touched for the entire session, itâs good, even. The dice & combat rules are like weapons
on the table â you can have a very pleasant time without them, but when you have to use them, you want them to work well.
Speaking of time, letting time pass is one of the hardest things to do as a new DM. Youâre in charge of letting time pass, of letting the sun move in the sky, of letting the torches burn down. Time passes as just as quickly or as slowly as it needs to do to answer the question at hand. Charge food, charge torches, make encounter checks, move on. Some players that are uncomfortable with âlosing sightâ of their characters by âcamera cutsâ are OK with a fast forward.
DM: âOK, so after three days of this â scratch three days of rations, by the way ââ
Player: âHold on, I want to forage/craft during that timeâ
DM: âThatâs OK. What did you want to do?â
This is a great exchange. If the players are doing things, let them. Just charge torch time. The players are in charge of the pacing, youâre just there to answer questions, but when you notice that their character are just waiting, let time move quickly.
Donât think that if nothing happens during a few hours on planet Oerth that nothing should happen at the game table in that time. Time does not map 1:1 between the two worlds. Just immediately forward it ahead to when something does happen. This is the key to make the
game full of action without a bunch of prepped action âscenesâ. A long voyage at sea with like only 15% chance of something happening every day? Then donât play out every day in excruciating detail. âYou wake up as the sun rises over the eastern horizon, making the sea glitter, the seagulls are, as always⌠etc etc etcâ. Just make the
rolls for the days until something happens.
Details are great the first time something happens while chores and repetition are boring. The first time they set up camp it can be great to see: do they make a fire? How are their tents placed? And so on. But the âwe do it the usual wayâ is a fantastic way to answer those questions once theyâve set up a routine. So get into the mindset of curiosity: what questions do you need to have answered in order
to move on?
Thatâll help you both with time and with what level of detail is appropriate. âHow do you open the door more specifically, do you touch the door handle with your bare hands, or what?â can be a fantastic question to ask once, even on an untrapped door, so youâre ready when there is a trapped door. âHe looks at your sword with trepidation as he serves your aleâ can be a great detail to give since it answers how adventurers are being looked at in a particular town. Questions you ask, and details you give, and the speed of which time moves, all serve the singular purpose of giving the group (including yourself) the answers they need to move on, no less, no more.