Best advice hands down. I’m a new dm and I’m running a game for my son. He made a backstory where a mysterious dragon destroyed his clan. He’s now fighting a roster of demonic lieutenants in service to a green dragon. I made the entire campaign focused on him. He’s hooked. And so am I. Bonus…the sessions have been used to make bedtime stories for my daughter, and she makes her own changes to the stories. So I’m really playing with both of them. And that’s the whole reason I even bother. Because I get to see my kiddos create awesome stories and get to be surprised by their creativity.
That's amazing! They'll remember those games for years to come. My players might not remember every little detail of "the epic story" but they always talk about how those sessions made them feel. Keep on spoiling them, fellow DM.
2:27 My mother tried to encourage my father to try and teach me actual car things. TLDR He basically said “I got this, go run along and play”. Im an adult that runs along and plays now 😂
HOW DARE YOU COME INTO MY RU-vid FEED AND DELIVER FACTS AND THE HARD TRUTH RIGHT AFTER I FINISH SESSION YOU MAJESTIC BEAST! But seriously the fact you made 3 videos and they are fresh (not 5+ years old) is amazing. I shared this video with my group 1 minute into it because you capture all of the information within seconds and aren't spending 20+ minutes going on and on. You delivered them hard fact and REALLY GOOD advice on how to actually run these modules instead of complaining and not providing a suggestion. Thank you!!!
My secret to running a D&D game: don't try to figure out what the rest of the group wants, don't try to guess. Ask them. Then do that. Then you realize you're ALL running the game.
Cool skit and great advice. I once heard this applied as "attack your characters strengths, not their weaknesses". Give your investigator rogue some plot to go unravel. Send the big orc champion with the great axe charging at your barbarian, not the wizard behind him. Make your player characters do what they were designed for. That will cover over a LOT of deficiencies as you are learning to DM.
...until your players don't feel challenged. The mark of good players is the willingness and oft times eagerness to face challenges that they aren't the greatest at.
@@nojusticenetwork9309 thats where the BBEG comes in, who challenges their weaknesses forcing them to work together and overcome their weaknesses as a team. Also the keyword is challenge. dont play into their strengths push their strength to their limits.
That's a great way to put it! I think that attacking their weaknesses is also important, but less so. But I would never attack their weaknesses _without telegraphing the attack in advance._ Give them a warning shot - when the BBEG knows that they bleed under some circumstances, because blood has been spilled, they'll know that they are going to get whacked even _harder_ in the same spot next time. Give them at least a hint to some way out if they don't innovate their own solutions to their weaknesses being exploited. Give the players enough hints and they hopefully invest the time and mental energy to innovate something to cover their weaknesses. But yes, always attack their strengths as well. That makes it fun.
“Make your players feel important.” This is why I object to the unspoken rule that “Nat 1 = embarrassing cartoonish failure.” Why make your heroes feel as clumsy as they are in real life? Clumsier in some cases! Instead, I like the idea that a “Nat 1” is just bad luck (or good luck for their opponent). The sun broke from behind a cloud and glinted off of his sword” or something interesting but random. Not something they did wrong because they’re stupid clowns. Nat 1 descriptions are at the top of my list to do differently when I start DMing.
Yeah, basically this is the advice most DMs need. I have had DMs argue with me when I say that prewritten modules usually have a bad design because they do not take into consideration the variety of PC backstories and their NPC bonds. And that's usually all PCs care about, not the villain or what they are doing behind the scenes. A game should be run around the characters, not revolve around a bored villain (*cough* CoS).
The thing all storytellers need to remember: The players fill the same role, they have the same job, so.... Let them do some of the work. I find the best place to draw the line between the Dungeon Masters Story and the Players Story is shortly after you set up the first scene. Everything that comes after that should be directed by the players themselves. It is now their story and you are just there to fill in additional background pieces when they shift scenes and to roll for the reactions of the N.P.C.
You said I'll be fine. You also said I'm crazy and I'm insane, but most importantly, you said I'll be fine. That makes me fuzzy and warm inside. Thank you.
Exactly. Second best advice: Make it up, does it make sense that there is a goblin with a mandolin riding a sheep, no. Do the players find it entertaining, yes. Don't be afraid to fire from the hip.
Thought I would drop in to add that I think this is the absolutely correct take. You think about D&D (and RPGs generally) in a fruitful and creative way and I am thankful that you have made these videos. I just found your channel and I am watching them all. There videos are not only thought-provoking and not afraid to run against the grain, but they are witty and entertaining. Well done and thanks!
This resonates with my way of DMastering. We actually worked out a "DM code" which I found useful to forge new DM's Mindset. Most tips and tricks derives from this principles. Notice that they are in order of priority, meaning that even if ideally we should strive to fulfill all of them, they get progressively less essential. *I°] Social Contract:* -The goal is to HAVE FUN through cooperative epic-storytelling. -Meets the different EXPECTATIONS of both characters and players. -Take care of the ATMOSPHERE both inside and outside the game. *II°] Characters:* -Give IMPORTANCE to the characters, they are the core of the adventure. -ENGAGE them, make them feel special, REWARD them and present them meaningful CHOICES. *III°] DM:* -The DM has full RESPONSIBILITY. -Make things work is his role. -Primum inter pares, he is the one and only who has the power, the right and the duty to do that. *IV°] Gameplay:* -Keep a good GAMEFLOW, even at the expense of the rules. -Provide VARIETY alternating proactive/reactive phases and positive/negative situations. -Play all the PILLARS of the adventure: combat, exploration and social interaction. *V°] Worldbuilding:* -SET the adventure, but let it loose. -Be prepared... to IMPROVISE! -The unexpected is an opportunity. *VI]° Playstyle:* -QUALITY over quantity. -It doesn't matter what, but HOW. *VII°] Plot:* -CONFLICT, PROGRESS, MYSTERY, SURPRISE. *VIII°] Rules:* -RESPECT the rules. -Change them only when NECESSARY and with unanimity. -To follow the rules is a right.
I can’t tell you how many times I forget this. It’s the main reason I DM, and I constantly get wrapped up in the minutia of the game as opposed to simply having fun. Thanks, man.
My best advice to fellow DMs might be opposite, but i would tell other DMs and especiakly new DMs that your fun matters too. Too often I see DMs get burnt out trying to cater to the whims of the players, break themselves and their stories to fit an idea a player had, and ultimately just... Not have fun. This is a game about collaborative story telling where EVERYONE needs to be heard and have fun and rhat includes the DM. So yes listen to your players, if they have some three stooges esqe plan held together by bubble gum, hope, and prayer consider it from time to time, but don't be afraid to say no and don't sacrifice your enjoyment to where it feels like a job. Because then you suffer and that means the table suffers because ultimately you as the DM are the one giving the players the world to drive in.
I am currently running my first campaign as a DM, and here are my tips. - start off with a pre-made module. That grand epic story you want to tell, save it for when you have more experience. - have your own copy of your player's character sheets and backstories. Tailor the events to suit their abilities, plan for rewards and shop items that will be useful to them, and tweak the story to incorporate their backstory if you can. - be as cheap as you can with your production. You do not need expensive, professionally painted miniatures or elaborate battle maps to engage your players. - if you plant an important NPC, item, or clue, and the players miss it and move on, relocate it into their path. Try to avoid nudging them into doing what you want. - do not have too many battles in one session, no more than 3. This isn't like a video game. Too many battle encounters one after the other will be exhausting for the players and will make them feel like meaningless obstacles.
The last tip is strongly related to the system you use. In DnD 5e, a lot of battles feel exhausting and time consuming, thats true. But there are other Systems like Sword World 2.5 where battles are way shorter and more fun and feel more rewarding. Also leveling in DnD 5e is a pain. I remember clearly when one of my fighters leveled and he said "Ah, i don't want to read 5 pages of instructions and have to make tons of decisions about what my character can do now, just give me more HP and im fine" Every single Monster in the SW25 Rulebook has a loot to offer (decided by a dice), gives gold and exp. In my campaigns, there are sometimes 30+ fights and everyone has fun because they get rewarded for the fights. They gain one level on average per session and leveling is fun. You increase your stats. Wizards automatically gain 5 new spells per level and done. So that having a lot of combats is not fun is an DnD 5e issue, not an TRPG issue in general. There are more than enough systems where fighting and leveling feels just like a video game and does make fun.
There's a concept called "Servant Leadership," that I think works well here. My own advice to new DMs is "Remember, your players don't know what you don't know."
0:38 meanwhile, me who wanted to DM but any time someone has interest in playing they *magically* forget that I love to DM until someone else will DM for them reluctantly and then they just himme with "Oh, no need, we already have a DM." Feels oof, man, feels oof.
I just got this pushed straight to my recommendations. Clearly you’re doing something right, I enjoy the humour and you’re giving good advice without the clutter and unnecessary chatter of other videos I’ve seen. I like it and you’ve got a subscriber, you’ll do well, I’m sure!
Hello Deficient Master! I spotted the Forbidden Lands books in your video (ecstatic). I would love to see Forbidden Lands content in the future!!!! I am a beginner DM, DMing a FL campaign (Raven’s purge) and loving the system. It just gave me a lot more clarity than D&D to be honest. It fits me and my group really well. Thanks for the great vids:)
I watched your video on room descriptions and it was exactly what I found I like to do, took me years to figure it out. Subscribed to find out what other gems you have in here that can save me from learning the hard way.
Started DM'ing like 2 months ago, found your channel and I'm a huge fan already. Tks for the content. Also I'm glad that I already apply some of your best practices on my table lol. And I need to tell that I know have not only one, but two groups completely different of people that I'm dragging to rpg games lol. Tks a lot for real!
Tripped over your channel yesterday, while I was looking for advice on prepping for my first session this Saturday. These are things that I knew, but didn't know that I knew, if that makes sense. Point is, you've been a massive help. Your videos are wonderful, dude! Keep it up!
Watched two of your videos in a row, and what won me over was the crunchy sound effect from eating a slice of pizza 😆 RealTalk though, seriously solid advice. You gave the general tools needed to get a game started, and how to keep your friends psyched about playing 👏
An amazing video... and spot on. I create 100% Homebrew campaigns for all my games. I love making them for my friends, the players, and I want them to love playing their characters in my world. I always connect their backstories is some way and make those encounters magical if possible. My job as a DM is to create a world my players and their characters will not only remember but will talk about for years to come.
Tfw you find a dnd youtube that actually just gives you advice and doesnt make you pay for their 15 letter acronym document to prepping the prep of a game.
1:47 as someone who decided of my own free will that I want to try being a DM to get into DnD, and through the inspiration to create my own campaign, going to level 20 no less, I found this part absolutely hilarious.😁
This is fantastic advice. I'm gonna keep these in mind as I go forward creating the story for my new game. Still in session 1 I was already realizing how far the characters may be from where the plot would initially go.
I am a chef by profession. My management philosophy is called Servant Leadership. That means that it's my responsibility to ensure the team has everything they need to do their job. I bring this mindset to being behind the DM/GM screen. I may have a title (chef/DM) but I have to earn it each time I have new team/table to lead. Leadership is what makes the difference between a good GM and a GREAT one.
A video that is simple and short, just shows HOW much work you put into the comment. Simpler the message I find the more effort it took, thank you making this!
Yeah, this is yt. Not only can you learn "how to" anything, but you can also choose who to watch doing it. If you want to see how to retro-mod a classic muscle car as done by a seven-foot-tall red-headed German lumberjack who's living in a treehouse in New Zealand, or how to make a creme brulee from scratch on your rocket stove as done by a slim thick Korean cougar wearing only an unbuttoned shirt in a house she dug out of the mud over the course of a summer, or anything else you can think of, yt's the place. Good video!
I’m going to try and run my very first game with my family (cuz I have no friends ;w; ) and any advice I’d gladly appreciated. Finding your channel has helped me figure things out on how to both optimize the game as well as prepare. Keep up the great work :D Also, for anyone curious, I’m running Lost Mines of Phandelver, a classic
These videos are a masterpiece, not too long, but hit you with some facts you need to hear to get started! I actually recently picked up a copy of the Solo Adventurers Toolbox so i can both play and GM getting myself ready! I wanna know what im doing first hand before jumping in with my friends! I also REALLY want that Old School Essentials hardcover book!
This video was amazing. The production was so cool and well executed! Thanks for making this, I assume it took a lot of effort and I as a viewer appreciate it.
Wish I had this video when I started a loooong time ago. Homebrew world, multicontinental, thousands of years worth of history, dramatic NPCs with life stories and distinct personalities....fizzled right before my eyes. Theres a space for that at some tables, but not most tables. The most fun I've had DMing, were the stupid dungeons, where the players did something stupid, or I said something stupid and we just ran with it. You don't need to be the next Mercer, you dont need all the juicy details. Start with a problem, come up with a few solutions but do NOT hold onto them. Let your players create the answer
Basic DM advice is: Players are there to play their characters, your world is merely a backdrop to this. They care less about that, and more about being the character. You set a stage, but they're there to be the character. Think about improv: they don't need anything on the stage to do their thing...so, really...just need to be able to give them a setting, something to play off of. You're the audience that shouts out the situation... they don't really care what it is. Maybe, if they're super into story, they want their backstory in it. That's about it. Once you realize this, the pressure is off, and you realize you don't need to prep THAT much.
If you are referring to DM'ing and how to make your campaign fun for your players...some people here are not going to like my advice. I am a creative writer and have a thousand ideas for campaigns in my head at a time, truly. But I also work full time, so I only have so many hours in a day for D&D. I use ChatGPT to flesh those ideas out. I tell it all my ideas for a new campaign that is usually 3,000 to 4,000 words of info and details. It does not matter what order you put your ideas in and you can use bullet points or full length content. ChatGPT will order it for you so it makes sense, if you tell it to, and you will end up with full details or bullet points to build a world that will be fun but challenging and one that your players are going to enjoy.
Man... I've discovered your channel today and I'm binge watching everything. I love the humor, the editing is top notch without being too much, and the content itself is so refreshing and at the same time so simple and fundamental, i just love it. You're not saying anything crazy, but D&D and the TTRPG world is at a point right now that a lot happens. And it's alright, communities grow, games evolves and get popular. But sometimes it feels kind of bloated you know? Or like we're too invested in the thing we're doing to actually correctly see what we're doing or why. (In french we have a saying, "to have the head in the handlebars"). Everyone is doing actual play, and everyone is publishing lore and items and subclasses, and everyone is doing youtube, and all of that. And that can be good! Most of the time it is. But you chose to remove the bloat. You talk to us directly in short videos. You go to the point. You want to remove unecessary stuff, and remove some more, and remove even more until we get to the bare minimum. Or dare I say, the essence, of ttrpg. And that's something that I really like. I love the idea that "perfection is not when there is nothing more to add, but when there is nothing more to remove". For a long time I've been considering doing a bit of dming. I have in the past, a few sessions. I didn't went very well, because of many things and some of them you've talked about, but it was alright. But watching you I feel something awakening in me. Maybe. Maybe, I should try again? And think differently, and prep differently, and all of the stuff you talk about. I watch quite a lot of D&D content, even DM stuff because it's always interesting to follow discourses and see what people are doing. But you're the only one that made me want to do it again, that gave me not logical reasons, but an emotional reaction and a real want for it. So thank you.
I highly agree with the method of selecting Dungeon Master. You want whomever rolls the lowest in that spot, and... well ... me and the lady are friends. For anyone who doesn't instantly recoil away from me in shock and horror... that isn't a good thing. In the olden days, people like me would be handled the title of Jinxed and now you know where my first handle came from. And why I am forever the storyteller.
I think it's a rather strange phenomenon that we RPG enthusiasts all end up with a similar collection of books, even though we are separated by thousands of miles :) Also, I thought you had some very clever editing in this!
I've been stuck down a rabbit hole of these videos because he keeps telling me to go to another one and this is the first one where she doesn't have another one waiting for me