r/DnD•
Akuru

Myself and friends have never played, but I've been asked to DM. Any advice? (5E)

DMing

Hey there!

I've been interested in playing D&D for years and it was let slip that friends were planning on surprising me with a game to celebrate my birthday. However, since I'm the only one in the group with any real knowledge of it (or actual storytelling ability) they took charge of the spoiled secret by asking me to DM. (I even have a Ginesi Bard I would have played, but noooo :P )

Now, I've never played it and of course never DM'd, so I just wanted to ask if there's anything that's not really covered in the books that's good to know for a first time DM and D&D player?

Most of my knowledge comes from the Nerd Poker podcast (rules are relaxed so I know it's not the best example) but I'm confident in my storytelling, so I'm just making sure I don't mess up!

Posted Sep 4, 2019, 6:21 AM UTC

513
sirhobblesBarbarian•

For your first time i would advise running the lost mines of phandelver module. its designed with new players and DM's in mind.

7
KnightCyclops•

Run any sort of new player friendly module, since itll give you a fun and challenging experience whilst letting you get the hang of things

5
RTukkaDM•

Here are some of my bullet point tips for new (or not so new) DMs.

And here's a post where I talk in more depth about the things that I think are important for a DM to take things to the next level.

The sidebar also has some useful DMing resources.

The DMG has a lot of good information; I would start with the second part of the book, "Master of Adventure," as the first part deals with big picture world building that is of less importance to actually running a game.

My favorite channel for D&D advice is Web DM. Here's part 1 of a two part episode they did that was aimed as new DM's. A lot of what's in those two videos will be redundant with what I said in the posts linked above, but pretty much all of their videos are worth checking out for inspiration and to get insights from a really experienced DM whose DMing ethos is pretty much an exact match of my own (and is therefore is kind of the best, in my opinion).

Hope this helps.

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AkuruOPDM•

Wow, those are some really good points to keep in mind! Thank you so much :)

3
Sector_Black•

Have them start off with non spell casters. Fighters, Rogues, and barbarians are much easier to keep track of. At least until you get used to more mechanics.

Don't obsess about rules. The point is to create a story and have a fun game, so if you are a player can't remember something exactly, part of the DM's job is to come up with something reasonable and plausible on the fly. Look it up after.

This kind of links to the last one. Get a printout of basic rules and give it to everybody and let them get to know it. That way you don't have people wondering how to deal with it every time someone gets grappled, or takes fall damage.

Are you going to run a premade Adventure, or do home brew stuff? There's an Adventure called Lost mines of phandelver that's designs for low-level play. You can try that, but I personally found the information in the booklet to be poorly organized and confusing. In some ways, it's easier to Homebrew. Even though you'll have a lot more work up front to make a town in a surrounding Wilderness Area, you'll naturally absorb all the information rather than having to flip through a book.

3
AkuruOPDM•

We're planning on a premade adventure. As much as I'd like to homebrew someday, it was supposed to be a surprise for me for Friday, so there's not much time to build something deep enough.

I mainly want to Homebrew because a while back I downloaded a pdf of a 160 page Monster Manual full of Monster Hunter creatures :D

1
Elf-Traveler•

I find this to be super helpful: https://www.youtube.com/playlist?list=PLlUk42GiU2guNzWBzxn7hs8MaV7ELLCP_

The entire series is gold... if you have enough time.

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Imabearrr3•

Matt has great advice, the series is quite helpful.

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azureai•

Make sure to run a "Session Zero" where you establish expectations and general rules for everybody. What kind things do the party want to get into? What are folks' triggers that should be avoided? Homerules? And lay down that respect for the DM is required (you're new! You need some leeway) and while questions are welcome, rules debates cannot be had at the table - a DM's rulings (even the wrong ones) have to be respected as law at the time they're made in order to keep the game going.

2

I did read all the other post and your answer. But those are my 2 cent.

  • Prepare a list of 100+ name with space to writte down who the hell is that guy.
  • If there is a rule issue that isn't resolve in under 2 minutes. Just "Its how its gonna work for today, gonna check the rule before the next session"
  • Ask for your player diety and read about it a little. If they have none, its ok.
  • Have a whiteboard or something to mark down note of the combat (Example, initiative order, duration of spell etc)
  • At the end of the game make a quick resume by a player of what did happen. (DOn't do it yourself, you might leave some extra information by error)
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Gorilla-SamuraiDM•

Read the PHB.

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AkuruOPDM•

That much is a given; don't worry about me making a mistake like leaving that out :)

1