I simply learned that if I was going to play at all, I had to DM. This is a neat video, and I agree that this isn't an edition thing. It's more like it's like player perception of Dming and general willingness to DM in the first place. It's not difficult to DM most just believe it is.
I started playing back in 1979, and quickly realized that if I was ever going to get people to play D&D, I would have to be the DM. It's 43 years later, and I still DM, and LOVE doing it.
Great video! I ran “The Chaotic Caves” from Basic Fantasy years ago for a group of four players (my nieces and nephews). It was a whole town and wilderness area but I found it was much easier to run my homemade dungeons. (Which we started with...) I now am running a randomly-generated Tunnels and Trolls dungeon for one player ( my girlfriend...😚) and it is possibly the most stress-free and easy DM’ing I’ve ever had the pleasure to partake in!!
All solid advice. One other thing I would say to a new DM is that he needn't worry about how cool or immersive or impressive his world is. Players just sort of accept the reality of the world you present them. The likelihood that you need to explain who built the Black Castle, or why a lich dwells in the cellar of the Dungeon of Dooms, or why your demons hate the local chapel, is about 0%.
"if you create a situation the story rights it self" is the most important thing to understand as a GM, my friend that only played as a PC wanted to GM us for a game, so he did, and was awfull haha. He thought all the adventures i did were "ploted" and he needed to come up with these stories himself to run a game like mine. His face when i told him that i didnt plot anything never (almost) and that i created a world consistent, coherent and fair (a little bit tipped towards the players of course) and i just rolled with it (no pun intended) and improvise alot of the outcomes.
What I would advise a new DM to do, is not be afraid to farm published sources for encounter material. Lost Mine of Phandelver has a complete goblin lair already fleshed out. Read through it to get a feel for it, then just use the map and write down what you remember. It's got maps of a ruined town, a ruined castle and a fairly fleshed out working town. But this is just one example, and a little bit of a time saver. And don't be afraid to look at older sources as well. The old boxed set Expert rules had a map and all the symbols for creating overland maps around a town called Threshold. Pick a spot on a map and that's where things happen.
I've never been a game master before, but if I did I think I have a good feeling for the style I'd run: - To get my initial practice, I'd do a bunch of one-shot adventures and not allow the same PC to be carried over from one to another. They'd be a mix of genres, not all the same setting. - Once I felt ready for a campaign, I'd do a megadungeon where I'm building dungeon rooms on the fly between sessions, and had a rule that the players need to get their PCs _out of the dungeon_ by a real-life cutoff point in real life for bedtime, or else those particular characters get captured by the dungeon's eldritch magics and wind up separated from all their gear (which restocks dungeon rooms as loot) and be trapped in the conspicuous prison cells on each floor of the dungeon. - Every player would be encouraged to have a "stable" of PCs to rotate through and experiment with the different classes' mechanics to find what one THEY like most in THIS campaign, or just an occasional change of pace. - There'd be plenty of pre-generated characters to grab easily, because I love making first level adventurer characters a lot but don't like actually playing (or leveling up) anywhere near as much.
There's a chapter in the 5th edition DM guide that's only about 2-5 pages worth of reading which had lots of helpful charts and generators, along with design philosophy to keep things simple. Very similar to what you were talking about. It really helped me, and I still go back to it from time to time to remember to simplify my content. If anyone's interested I think it's around page 70? (you'll know it when you see it)
Great video -- you have a knack for welcoming new people in a friendly way and removing any apprehension they may have about joining the hobby and reducing the apparent mountain to a molehill.
Great video as usual. Very practical and clear advice. I think it's easy to put a lot of pressure on yourself but you have to remind yourself that if close friends can be entertained by simply sitting around having a few drinks or playing a board game, maybe the expectations from the players aren't as high as we always think...
If I may, becoming a D&D takes nothing more than a will do do so and an idea. My introduction to D&D, in 1979 was completely by happenstance and lead to a lifelong career as a forever GM. I happened to be at a friend's house in an old neighborhood I had moved away from and my friend had a boxed set with funny dice and a cool fold-out adventure. We played it completely wrong or hours until I had to go, but that was all it took. that week, I tried desperately to cobble together what i remembered of the game, getting so much so wrong, and wrote my very first adventure "The Temple of Elf Doom". I drew a map, populated it with traps and monsters and even composed a bard son about the fall of the temple put to the tune of "Greensleeves". My first players were my parents. I had no funny dice, no rule books, not even character sheets but I ran the game. If you want to be a GM, grab any idea, run with it. Beg, borrow, steal from everything you know. Take it together, file the serial numbers off, swap faces and places and you are good to go.
I love this! Really appreciate the clarity of the message here. I haven’t run a game in over 20 years but “back in the day…” I didn’t give my players quite this much agency, but it would have been in line with how we enjoyed playing and I would definitely try to do it this way in the future.
This was really helpful, Daniel! When I was in High School (9th, 10th grade) I used to DM some neighborhood friends through games from time to time, but I also played D&D a lot as a Solo RPG. I stopped being a DM for a long time, (most of my college years) until sometime in the last 3 or 4 years. However, I am finding it difficult compared to what I remembered as a teenager. It could be that I am starting with a system that is too complex, but I can't be certain.
You could try using just the most basic form of the game to start - no optional rules etc. but really the rules are there to help, not constrain you. Be creative and go with the flow.
My last game shop had group efforts in running games, One is the Story Teller setting the plot. Another running combat drama actions. Two others to thumb the pages in the books to look up spells and see what can be pulled off. Even when we had one main DM, there was a backup DM or rule lawyer to look up information up in a given book to perk up an encounter. 2.) Other than playing different campaign settings or making a single or multiple rolls for a given action, such as hunting or making a flat survival check roll. We stretch such things out otherwise you are eating tree bark and roots which any peasant were very aware of. Options such as making a flat dexterity check by rolling under or over in favor of the PC getting in Sling or bow range of a rabbit. Or trying to catch a frog leg dinner leading in dealing with a snake viper or water monster.
The first time I played D&D was 1980, my freshmen year in college. My roommate was going to run a game, and another guy I met on campus was talking with me and telling me what D&D was, but I didn't understand what he was talking about. He said to not worry about it and just basically sit back and watch and have fun, so I did. We played until 3am, and it was the best game I had ever played, but here's the thing, I knew none of the rules. The entire game took place in my imagination. The DM rolled all the dice too. We all just sat on the floor or on a bed with paper and pencil and just went adventuring. I think it's hard to be a great DM, but if you're with friends and you're all having fun, it doesn't really matter how good the DM is. Just do the best you can and enjoy playing with your friends. That's all D&D really is anyway, imo : )
I found this to be really good & helpful advice. I have been running games off and on for years, but I still like to hear how others run games. This is why I like to listen to these RUclips channels about running games because you can always learn something new or at least a way of recontextualizing an idea better.
I absolutely support Bandit's Keep on the idea that Dungeon Mastering is just another aspect of D&D; and, I would have to say, after running D&D games since 1982, it can be a whole ton of fun. I enjoy it immensely. I am still recruiting new players to the game. I am still encouraging creating your own adventures, they are more fun and you can run it better because YOU made it. Huzzah Bandit's Keep!
One thing you should know is the players character sheet. This is a detail that is often overlooked and can can destroy your adventure or even the player's fun. This goes especially for spellcasters. Create water? Purify food? Goodberries? And there goes your 'you are near starvation' plot. We once started a campaign at level 5 or 10, I don't remember that clearly. What I remember is that I decided to use the higher starting money to by a wagon as a mobile home. I also sunk quite some money into it for some upgrades like special wood and so on. Given, it was partially my mistake, I should have been more clear about it, but the DM didn't think too much about it even after taking a look at my character sheet and early in the adventure the wagon got destroyed. With over a decade of playing I went with it. Though the DM talked about with me later and I let slip what that wagon had cost and he was horrified as I could have easily bought one or two minor magic items for what the wagon had cost me. And let me point out that this was an experienced DM. I just did something a bit out of the usual boxes. Like I said, I shrugged it off, but it could have easily be something more important to the character. So, know your player's characters and their character sheet.
Good video about the way to DM. Most people these days call this homebrewing an adventure rather than just running a game, which is what i always called it. Some other points... 1) the concept of character story arcs comes from party based videogames like Baldur's Gate and Dragon Age, so not an edition thing but an artifact of the historical moment in which we live. 2) Anxiety about the DM role springs from the current generation. Most under 30 people I've met including my own kids complain about anxiety as if it's an insurmountable obstacle. They also seem to talk each other into anxious feelings. In my experience with very significant social anxiety the way to overcome anxiety is to face it head on and enter uncomfortable situations at every opportunity. Anxiety is not a life sentence. Achievement ends anxiety, so seek to achieve. 3) Like others in these comments i realized after the first time i played DND in 1976 that if i wanted to play i would have to be the DM. So that's what i did.
I totally agree with everything he says!!! it is this simple to set up and be a DM. perfect on how to involve all players. also do this enough and you get more confidence.
great video, nice to see some actual advice and not just another " hey let me use this single article to justify why my way is better" i have been seeing going around a lot since the questing beast video.
I think much of the issue stems from different expectations in the current dominant meta (I cringe to use that term, but I think it works). Lifestyle branding, which is what WoTC is going for with DnD, brings in lots of people that tend to view the brand as closed and complete. Many players only want to play official product, many potential DMs are turned off by the page count of current adventures, and too many new DMs are so beholden to the material they force dry reads of flavor text rather than using their own words. As a forever DM that has run a few 5E campaigns, I can say that that article you quoted is somewhat correct. It does seem that PLAYERS expect much of that from their DMs. And to make matters worse, very few players seem willing to do their own due diligence. Page flipping to find out how a spell works is nothing new, but man oh man there are so many pages and books to flip through and so many players seem surprised or disappointed when the DM doesn’t have it all memorized.
@@BanditsKeepOh, no worries, neither do I :) My claim has more to do with branding, unprecedented growth, and cultural shifts than it does editions. Questing Beast just did a video touching on what I’m on about. He’s created the terms “folk DnD” and “official DnD.” I started playing in 88, and that split existed then, and has never stopped as far as I can tell. But it seems to me (however flawed my limited experience is in representing reality) that the proportion has changed drastically in recent years. I know more people looking to run non-5E TTRPGs that can’t find players than I know people that run 5E games. It seems to me (again, flawed anecdotal experience) that a large percentage of people that play 5E aren’t really TTRPG players so much as they are 5E players. Not looking to die on a hill defending these claims but it’s what I’ve noticed the past few years (has it been 7 years already?) in the Orlando area and in and around Asheville. Online might be an entirely different thing, but I that holds no appeal to me.
Good video. I just want to comment on something you said in the beginning: I agree that “knowing the rules” isn’t that important. However, I’ve found that looking them up during play slows things down too much. A better solution is to just do it as best you can remember and use logic to fill in the gaps or set a target number to roll against. Look up the rule in the book after the game. Decide if you made a new house rule or not and let the players know or get a consensus from them. The players might also help with rules. Let them tell you what they think it is. Then arbitrate to whatever you want. How the player thinks it should work or how you thought it should work. Once you decide play the DM card and no more discussion on that rule during play. Look up the rule after the game a decide how you want your game to be. Player consensus can be used if you don’t want to be too heavy handed but most players are fine as long as things are consistent.
This is the system break it down to parts and play the parts. I would agree it isn't so much the version, but the goal of the version being understood. I picked up 5e and ran with it and am going in reverse because I kept finding things of interest in OSR, Forgotten Realms, Pathfinder, and their party offerings. My campaign is homebrewed and now in year 2.5 and getting ready to close and reopen a new adventure. Homebrew worked for me and we started with only what is in the PHB. Since then, I have spread out a lot, it is what one does as the get comfortable and confident in their game.
Very interesting take on 1st time GM’ing and good advice on breaking down running scenes. I also agree with running a one-shot first but I think for brand new GMs a simple introductory pre-made module is easier. I think creating an adventure from scratch can be daunting and might be an additional barrier to entry. Running a module allows you to just focus more on how to run each scene (and play it out in your head) rather than possibly worry about whether what you have created from scratch is even playable (which could be detrimental to new GM confidence)
One thing that strikes me with using a pre-made introductory adventure and running through how the scenes will play out in your head, is the ensuing panic that first time dm might experience when players don't zig or zag, but choose option X in a scene (or multiple scenes). I've seen it happen too many times, and it has ended more than once with "yeah, I'm not going to gm again" or "I'm just not cut out for this". Another barrier to entry, as you call it. But, if that works for a new GM, more power to them. Not putting down your idea, just my two cents based on experience.
@@MarkGoldfine - yeah I get what you're saying, but can't the same thing happen if you create your own adventure.... i mean a simple pre-made introductory adventure is just eliminating the step of creating something for yourself? For 1st time GMs having to create something from zero (blank page) could possibly mean you never get to 2nd base (playing)? and a premade has got to provide more structure and be less work ... maybe? 😃
@CODENAME: AGE I think it really depends on the first time GM. How much experience, if any, they have of playing RPG's, or, how much they have read up on creating an adventure. I think a lot of the games out there overcomplicate the GM role in their "how to run the game" sections, and I see a lot of GM's make it seem overly complicated in articles or RUclips videos. A premade adventure is fairly easy to break down into manageable bits, for someone with a little experience, but for a beginner, it's a wall of text. It must all be important, else it would not be printed, right? And if there is no "bullet point" breakdown list of the adventure, the new GM often frets over tiny, unimportant stuff, and often leads to railroading. Granted, if the newbie GM creates their own adventure for the first game they run, they can feel so much pressure, they try to write out everything they think has to be in the adventure, and end up writing a script and railroad their players and give every npc or monster plot armor. I've seen first time GM's run a premade starting adventure fairly successfully, but I have also seen a first time GM, and rpg newbie, run the best Call of Cthulhu adventure I ever played in, that he made himself. Sorry for the wall of text 😅 trying to type a response, with a 2 year old, gleefully yelling "daddy! daddy! pizza!" in my ear.
I really think making your own adventure is the way to go, but there are some easily runnable pre-written one shots. MT Black has some great ones on DM’s Guild for 5e and Winters Daughter is a fun one for OSE. I wouldn’t start with anything by WotC as their layout is really rough to use at the table and needs a lot of pre-prep to run, whereas the ones mentioned just need one read-through or so before running at the table.
This was a fine video. I feel this "DM shortage" drama is just for the sake of it, and also push the OSR "agenda", for lack of a better term. I have nothing against the content creators who have relayed the article and talked about it on YT, but you coming and offering a nuanced view is refreshing. Moreover, you actually give good advice for new DMs. I think that is what's missing from most content regarding TTRPG's on YT: everyone adresses DMs who want to get better, and offer solutions for many issues and details, while the most important and the most simple is kept silent. Anyhow, thanks for not throwing yourself into this so-called drama for easy views. DMing is as tough as you (and your player) make it be. And you reminded everybody it does not have to be.
Some of the random table resources are great for a beginning DM to create a situation, provide some sort of rationale or background to it, and then decorate the scenery. Just roll completely randomly, and try and make it work in your head!
Great idea for a video. Thank-you for your trouble. I'm not sure you landed this one though. I got lost as you described what to do with too many diversions. Your content was correct but I'm not sure a new Dungeon Master could follow. If you provided a simple example of what you would make, it would make your recommendation much clearer. Don't spend time describing what one could do in the future. Just describe what you recommend. (The new DM should just trust you and judge by the final product.) The over analysis has confused would be DMs. Create a small village (or swipe one). Add a few NPCs to give the players instructions. Draw a map (or swipe one). Add some monsters. Add a big bad bad guy. Add a few items of treasure and let the magic happen. Resist getting too fancy. Once you've "ridden the bike" so to speak, all those other things will start to make sense. Figure out what worked and do more of that. Your players will ask questions that there is no right answer. It doesn't matter. Laugh, roll some dice, grab some loot and kill the bad guy. Congratulations. You are now a Dungeon MASTER!!!!!!
@@BanditsKeep 44 years teaching and playing adds up 😀. I do remember that first game to this day. Having never seen the game played and heard only snippets from some who had watched someone else, we managed. The longest journey starts with the first step. I apologize if my tone sounded critical. I was only offering suggestions should you choose to do more on the topic. It is a happening subject.
@@ironconrad4981 no worries, we each have our own way of presenting topics and I’m always interested in others perspectives. The more people who show how you can run games easily they better!
Hi. nice video. I started DMing a couple of years ago but never used an adventure of my own creation. I run OSR stuff (Mauscritter, Mothership, Dolmenwood, OSE) but always adapted published matirial. I like your advice and I may try to put forward something I created but the prospect scare me a bit. Great content through :)
I wholeheartedly agree with creating the campaign/scenario yourself rather than running a module. You have ownership and the players will always do something not covered in the module. You will be much better prepared for that if it is your setting.
I think there is something to the "cater to the players" item. Sure the players can seek out things they want to do, but if your players are more into social interactions than combat, but you keep having gangs of monsters attack the PCs then you may have an impasse. Likewise in step 2 "Why do the PCs care?", I think that's a forked step. Yes, you need a plot hook that interests the PCs, so maybe if you've got a paladin you can have a plot hook where they need to help a poor village. But you also need to create a reason for the players to care, and this reflects on the type of game that interests them. So if the players prefer exploration and puzzles, but in order to save the poor village you have a string of combats, your players may decide this game is not for them. In order to keep those players interested you may need more puzzles and exploration in order to achieve the paladin's goal of helping the poor villagers.
I think that by “logistics” they are referring to in-game logistics, like the initiative turn order, keeping track of time, keeping track of light source, managing the miniatures and game board, tracking spell duration, tracking short and long rests, etc. I realize these don’t all apply to each edition, but I think they are referring to these sorts of things. Are these a big deal in 5E? I don’t think so but maybe they are for a new DM. I have no idea. Great video as usual Daniel. I always appreciate your views. 😀
I started my DM’ing a few years ago with a one-shot that I made up. It was great. I then DM’d a couple of M.T Black one shots from the DM’s Guild (love his one-shots). I then ran a level 1-7 campaign that was a few 1e modules mashed together (Village of Homlet, Secrets of Saltmarsh, and Curse of the Reptile God) but still mostly home brew. Then I started Curse of Strahd 😳 that was a mistake… I cannot recommend starting with a low commitment one-shot adventure and then stay with mostly homebrew for a bit enough and using premade maps that you stock yourself.
Yes! For a first adventure, your own stuff is MUCH easier! You know what's in it and why, and you know how moving bits about (sometimes necessary mid-game) is going to affect the adventure. And I think some Goblins will be stealing a statue from a town in my campaign...
In writing scenarios keep in mind not to plan actions that the players can prevent. In a dungeon, the first set of guards may raise the alarm, but no one will come if the guard are inside a silence spell. In a battle, don't plan the monster's epic action too far from the start of combat. I guarantee, that cool maneuver you have planned for melee round 18 will *_never_* happen. Instead consider the monsters default reactions in combat. The vampire goes gaseous and flees through a crack as soon as the barbarian rages. Purple worm manages to swallow something, it tries to get away, Red dragon sees wizard cast globe of invulnerability, he F-O's immediately.
@@BanditsKeep Both really good questions. I was thinking more in terms of reactions. It would have been far better to put.. Vampire goes gaseous as soon as 1 of his 'tanky' Lieutenants goes down. Or Red Dragon (being a coward) F-O's as soon as anyone remains standing after he breathes fire. These examples are simpler and more obvious in context. Thank you for the comment. :)
Player to DM: "entertain me". Sorry, this is not a video game or novel. I provide the setting the players write the story. You provide a good analysis of the problem and solid solutions.
Great video. And i completely agree running a homemade adventure is easier and a dm can run it more comfortably on the fly than a " store bought " module. But i sort of see what the intent the article and questing beast was making. 5E D&D may not be a huge crunch rules heavy game at the start , unlike Pathfinder 1e , 2e , AD&D 1e 2e but a kind of " crunch creep " was slowly added like: options , feats. new spells, unearthed arcana , and just the fact of having a skill list. in 5e sure fills out a character sheet. ------ but you did give good advice how to handle the power creep rules bloat. There are some people who play with just the basic 5e rules free pdf--- that sounds like it could be fun. OSR games have little of those things . My point is 5e is less crunchy than earlier editions but still sort of crunchy compared to OD&D and BX.
I guess it depends on how you define crunch, options are not rules IMO and the DM does not need to know them, unless they are being used at their their table. The basic mechanic in 5e is roll a d20, beat a number.
This is how I do things, more or less, except that because I stay away from one-shots I haven't given the players the chance to narrate the outcome for their own characters, which I think is a good idea. My preferred style is to set the scenario, know what's happening behind the scenes, and then get the hell out of the way.
Another terrific video! How do you do it? When I first started playing D&D, I didn’t think I could DM. A few years later the D&D TV cartoon debuted and then it made sense. I wasn’t being a DM, instead I was playing the DM. That’s how I approached the role and that has worked every time, mostly. To the annoyance of a few I tried to be immersive when interacting with the players and characters. I had fun and that worked well when refereeing fantasy RPGs.😊
@@BanditsKeep Initially, I just addressed the players as their characters, used vernacular from the setting and avoided game terminology as much as possible. I approached the role more as narrator with some diegetic questions to encourage exposition and discussion. As part of an experiment, I did develop twelve Dungeon Master NPCs who would appear infrequently. I rolled on a table to determine how the DM would interact, often reciting a riddle, walk off and disappear. It was silly but fun.
a tip I recommend is know what type of players you have! it's easier to deal with a group that all have the same relative play style (role-playing heavy vs hacknslash) then trying to appease and please every individual player.
Assuming logistics means "getting the players together" - in more "story centric" type games, groups often won't play unless everyone can show up, as the "story" doesn't make sense when characters are suddenly absent. This is a different approach than the old school "3 people showed up tonight? Alright, well where are the 3 of you headed tonight?"
@@BanditsKeep @Bandit's Keep yeah I hear you on that! The best story is the one told about the crazy stuff that happened in the adventure. But that said, there's absolutely a widespread belief that the DM should come up with a story/narrative/linear structure in order to run d&d. Without the basic 1 gp = 1 XP mechanic, the weight of player motivation falls entirely to the GM.
This is great advice and I really enjoy your videos Daniel. I have a question though. Let’s say the thief successfully pilfers the meat. It seems that the adventure is then over fairly quickly no? Wonder what your thought is on that.
It would depend on what the party does - sits there and eats it? Perhaps the trolls notice and look for them, travel at night to get away, perhaps they lose the path or get set upon by some creature that smells the freshly cooked meat they are carrying
Hey, just found you on my suggested videos. Unrelated to your video, did you recently go to a chili cook off a week or so ago? I feel like I may have met you there. Enjoy your content so far!
Thanks for the primer! I’ve been thinking about the minimum viable DM and players (which is group and ruleset dependant obviously). Your video gave me a good starting point One little technical feedback: I love your mic and sound quality, but your voice comes too boomy in headphones and sound monitors. Putting a high pass filter around 120 hZ helped.
DMing is definitely better than being a player. Much more engaging etc. I definitely agree it's not an edition issue though I think the editions certainly exacerbate particular issues. Though those issues are not exactly what is being talked about. Like in 3.5-5 the issues are certainly that combat is the expectation and dungeon crawling is not. But then that just makes for a different game I guess
This is a great and helpful video, thank you. Would you consider doing a video on how to find people to play with? I haven't played in forever but would be interested in an online OSR campaign.
First, I agree with your take. I think the main issue is that players who are new to the hobby begin to take ownership of the DMs role and set everything up, then expect the DM to fit things together to make a cohesive world. 5e is definitely the worst edition I have DMed for because of this very issue. Luckily, I am experienced enough to know how to navigate players who do this, but I feel anyone new would have a struggle running an ongoing campaign past the first adventure.
Oh man, I said "DMing is easy" on FB and got a bunch of push back! Lots of blaming of the books for not teaching how to be a DM. BAH! You summed it up very nicely by saying "create a situation". That's how I run my game. There is no "story", there are "situations" that the PCs can choose to interact with or not, and, as you said, the story creates itself. It's not rocket surgery, but a LOT of people want to make DMing and the process more complicated than it really is.
I agree I don’t think it’s that tough to start DMing but WotC doesn’t help the new DMs as much as they could either. I’ve never run a prewritten module.
I am a DM, and have been since 1979... I mostly agree with you, however: Taxing... Hell yeah... sometimes. My monthly game is 10-12 hours... no big deal when I was 11 or 20 or in my 30s or even early 40s... I'm 52.. I ran last Saturdays game for 10 hours... I was exhausted afterwards and the next day I felt hung over all day.
Maybe a video explaining the concept of DnD could be helpful to a new family that doesn’t even understand the concept. Like what is the dungeon master? What is the purpose of the game, how do you decide things, when do you roll dice? The very basic, fundamental concept of DnD and how it is played as a “game”. Maybe it’s just as simple as “you can do anything you want, describe it to the DM and he will assign a chance of success and tell you to roll the dice, or just tell you it succeeds if it’s not a dangerous scenario.”
This is a question I want to ask, I'm making a Video Game with dungeons in mind but I don't know the archtypes of dungeons there are or what content to fill them with? Since you've played and made a lot of dungeons what are some tips?
I agree 5e is not rules heavy, comparatively speaking. I was looking through the Castles and Crusades PHB the other day which I bought on a whim at my local game shop, and even that game is more rules heavy compared to 5e. Although the organization in that system is fantastic, it has great organization.
Good counter points. In my experience with new players, I think a lot of them are intimidated of trying to be a DM. I have noticed some higher rates of DMing anxiety over the years, but while it could be the rules, there are lots of other factors. For example, with the rise of streaming, many DMs are self consciousabout their public speaking skills. That and many 5e newbies are 25+ and in my experience more self conscious about learning new skills than their teenage counterparts like when i and many grognards learned. Also, a lot more regular DMs I know are dipping their toes into paid DMing or trying to make streaming games and looking for actor players.
@Bandit's Keep true, but as of late, I've seen more and more new players interested in DMing compare themselves to Matt Mercer and other streamers to explain why "they aren't ready to DM yet." Which is funny cause they'll often praise my games, and I'm nowhere near that level of an orator. Admittedly, this is only one of many factors of this issue.
One thing that I think is hindering people these days is that they misinterpret what "no D&D is better than bad D&D" means. The first step to becoming good at something is to suck at it. The "bad D&D" that they are referring to is more like "toxic D&D". I think bad, but non-toxic D&D is fine, even necessary for the learning process. About half of my 5e experience has been running games for kids. When they run their first games, they are "bad", mostly because they haven't run a game before. The only way to get good at DMing is to DM, and consciously try to get better at it. I encourage them to all run at least one game. Even if they totally hate it, they have a better understanding of life on the other side of the screen and are less likely to give the DM a hard time.
I like being a DM. It’s probably the thing that I get the most creative fulfillment from. But it is definitely taxing. Being social is taxing, being creative is taxing, being “on” for a group of your friends is taxing. Sometimes I need a week off to recharge my batteries, or just can’t get myself into that DM headspace on a particular night. The blanket *shrug deal with it* attitude of “If you’re the type of person who likes to be a DM, it’s not taxing at all” is reductive, inconsiderate, and ignorant of anyone else’s experience or mental state than your own. I don’t think you meant to say something hurtful, but for a video meant to empower new DMs, I could easily picture a new DM hearing that and saying, “Man, this doesn’t always come easily to me. I guess I’m just not cut out to be a DM.”
yes, this is basically my process. i don't know why anyone thinks it's difficult. 1. what would be a cool concept for an adventure? 2. ok, so then who are the NPCs causing this and why? 3. cool, let's make up some locations for them. 4. add monsters/treasure into locations. 5. run adventure.
I don't know if I disagree with 5E being rules light. It's light on procedures, but definitely not light on rules. A level 1 5E character already has more special abilities and rules applying to them than a level 14 B/X character. Only way I'd call it rules-light is if comparing to 3E, AD&D, ACKS, or similar extremely rules lawyery systems.
I do hope this gets through! DIY gaming is very empowering for the brain and liberating for the imagination. Too many groups require spoon feeding. I mean, my childhood DM just complained that the 5e group he joined doesn’t use anything EXCEPT WotC published materials. No thank you! I don’t even seek out 5e groups anymore, because that consumer mentality seems to be the norm.
I think the problem with 5e is there is just a lot character options which to me can be a bit bloated to deal with. The actual mechanics are pretty simple though.
@@BanditsKeep The only time I ran 5e was when I used the playtest rules. That did not have the issue I mentioned above and yes it was pretty easy to run.
Geezer here.... I feel 5e certainly makes being DM challenging if not impossible for new people. For many of the same reasons 3.5 became a horror show. That said, good advice and vid. Gaming on
@@BanditsKeep Geezer again. My experience is limited to about a dozen tables of 5e, so not a lot. Only 3 to 5 sessions a group before I tipped my hat on it. In every group I sat with players expectations were ludicrous at the least. I play X or nothing. They wanted everything from any book published. No new person is going to be comfortable with that. And without gutting it, in 5e trying to balance anything seemed unattainable. I agree with what you've said. Just do not see it happening at a 5e or as I call it under any game "the modern table".
@@Dyrnwyn Geezer again.... Ya, I normally could care less myself. Balance during play is not a biggie. But pre-session, character generation is another matter. With 5e, every new subclass and especially feats make a mess of it. In 2 groups I sat with the new stuff made a previous build worthless. If it's your game enjoy it, I will pass. Gaming on.
Pacesetter Games & Simulations do a B/X remaster (B/X Player's Guide and Dungeon Guide), at Drivethrurpg. This is the 2nd 'remaster' I've seen so far (Necrotic Gnome - OSE) is the first? Might be worth getting bits from the above 2, to use with the original B/X.
Not afraid to dm, just it would be nice to have players. To be fair I could go online, but between drama and schedule changes it feels impossible to run a game outside of my kids and gf right now lol.
I have noticed running games for younger players that they try shift responsibly of "logistics" onto the DM. By this I mean that they are requiring me to remind them when a session already established is and even call/text them. Also to keep and store their character sheets etc. I do not know if this is laziness or just youth (20-35 year olds). I have had to push back firmly I am not a parent, guardian, nanny, or in any way responsible for their punctuality or gaming stuff. I am encouraging my players to act like adults if not be adults. Additionally the blasé reaction to all the efforts I go through to run a game are rather annoying. I understand being a DM is a thankless job but my time is valuable and it should not be disrespected. Maybe I should get a new group of players. I just really love being a DM. (On a side note I do not charge for my services as a DM. But maybe I should just to keep the riffraff away.)
It is difficult to DM well. Anyone that thinks it is easy isn't putting much effort into their game, and probably winging it. Designing encounters that properly challenge the party instead of them being cakewalks or TPKs takes effort. Lack of design in encounters makes the victory empty if you have eliminated the risk. Fun is subjective, and if you find story only enjoyable, that can work great for you. I have found that most people want a challenge, which means you need to know the rules. DMs never get a break when the game is being played. Playing is much easier than running a game. DM burnout is a thing because of this. I've seen this over and over with multiple DMs. It's hard when five people are looking at you for answers. It was intimidating at first, but now I enjoy it. Know when you need a break, and be sure to take it. When learning to DM, I had no story, no lore, and no world. My game was just a string of encounters. I think that is what's being said here, and if so, I agree - it's great for getting started. My first game was ok at best because it lacked effort, and it didn't last long. I learned a lot, unfortunately, it was at the expense of my players.
@@BanditsKeep - I'm not sure with which part you disagree, probably that DMing well takes effort and is not easy. Public speaking is easy for some, and very difficult for others. Surely that's relatable. The story is made with the content provided by the DM, and the decisions the players make based on what is presented, followed by the result the DM says happens based on those decisions.
I tell my players, that their logistics, important dates, supplies for adequate travel, feed for mounts, pets, beasts of burden, ammunition, trinkets, treasures and various magical baubles. Along with their accommodations, vittles and everything bloody mundane of questionable value. Are all THEIR problems, I've got a universe to run jack-ass!
I think people put too much stock in that article. Too NY specific, for one thing. Too WotC, for another (or maybe they're actually close to being similar things in some ways or even the same!). It seems to be a want of DMs willing to deliver what's become what 5e players tend to expect (The Tiefling/Aarokora multiclass with three pages of backstory which expects the protagonist spotlight and to basically follow that player's version of the intended mass-produced setting instead of whatever the DM might be prepared for). Of course it's great advice for new DMs though.
@@BanditsKeep Noted. I would wonder though if you play in different milieu from the average commercially influenced gaming store ... something more mature and OSR-ish, compared to the people 5e players are represented by online anyway. Still good enough people usually, but their character sheet tropes and game style expectations seem preoccupied with exotica (and a disconnection from setting or immersive game gameplay)
I enjoy DMing however I find it taxing as well. It’s lots of fun but the improv of it all can be tiring at the end. Forcing my introverted self to perform
I think that a lot of people who want to run games buy premade adventures and are intimidated by them. They then think that to be a GM they need to come up with everything before they start running an adventure. And depending on the quality of the premade the would be GM is stymied by this.
But I can’t just ask my players to improv and come up with story building ideas!!!! I’ve been taught that the entire experience is me (the DM’s) job and my players are suppose to show up and get ready for the wild and insane adventure that is guaranteed to them from a quality DM! *scarsam
Yeah you might say you'll just find another player but in my experience that's not usually the case. Especially when the only time you have to run the game is during most everybody else's working hours, and frankly I can understand why there's a shortage of DMS in New York at least ones that are willing to do it for free. Every player I've met from New York has either been a metagamer and won't stop, a cheater like blatantly so. Or feels the need to use Homebrew that is completely out of mesh with what the story setting is capable of handling and demands special treatment or the use of red cards... Those aren't players I would want sitting down at my game even if I couldn't find any other players I would rather just not run the game at all then put up with that.
Likeed the vid a LOT but something scratch my ear, it's qualifying OSR as an edition thing. That's not really true imo, the fundamental differences between 5e and OSR is a matter of mentality. It's really how you think of the game in general, and not really a matter of actual rules. I could easily make a OSR game with a 5e book, but I could not do an 5e game without the 5e books ;)
you know what is simpler? cheaper? more complete? and easier to GM than D&D 5e? Savage Worlds Adventure Edition, Ransack, Dungeon Crawl Classics, Lamentations of the Flame Princess, Cypher System and Open Versatile Anime. which are all systems that require you as players to do your part and pay attention to the setting rather than just build your half angel half demon neon green wolf boy mary sue and look for a game that will accept your character. hell, SWADE, Cypher and OVA give you means to make your neon green half angel half demon wolf boy a fair character. while Ransack, even more than DCC and Lamentations due to class starting packages and removal of ability scores heavily speeds up character creation. just pick a class and a background and you are good to go. hell, Ransack doesn't care about the copper pieces you spend in town on your cheap bottle of jack daniels and your barbecue bacon burger.
Novice GMs should run published modules so they can learn what an adventure looks like. No one makes interesting adventures without knowing how they work first. A first-time GM will run into real problems unless they've practised running published material beforehand.
Do you like management games? (Example Sim city, Banished, Factorio) If No, being a Dungeon -Master- Manager will be rough for you. If Yes, being a Dungeon -Master- Manager will be an experience.
It seems like the real questions is can/should the DM be responsible for JUST running the adventure. You kind of sidestepped the issue. You made a great video about how to run an adventure. But, you didn’t really talk about how a DM can be part therapist and full time social coordinator. Granted, one could make the argument that a DM doesn’t need to be those things. But you never made that argument. You just assumed it as a given. That’s not very helpful to a lot of new DMs who are feeling pressured by friends to be all those things. And you suggestion to just find other players is glib, the vast majority of DM want to DM for their friends, not just a random group of strangers.
@@BanditsKeep nothing to do with DnD, but a lot to do with interpersonal relationships, which are unavoidable in a social game. You talk like players are replaceable robotic cogs without foibles or personalities.
I've been doing this for a little over 40 years now. You lost me as soon as you said it's not taxing. I write professionally as well, and that line is absolute garbage. Writer's block is what happens when you've pushed yourself past the point of recharge. Couldn't finish after that.
This does not at all address Ben's statement that 5E players are expecting a Life Coach - I think you did not remotely understand the importance of what he was saying
I simply learned that if I was going to play at all, I had to DM. This is a neat video, and I agree that this isn't an edition thing. It's more like it's like player perception of Dming and general willingness to DM in the first place. It's not difficult to DM most just believe it is.
For sure
I started playing back in 1979, and quickly realized that if I was ever going to get people to play D&D, I would have to be the DM.
It's 43 years later, and I still DM, and LOVE doing it.
Awesome
Great video! I ran “The Chaotic Caves” from Basic Fantasy years ago for a group of four players (my nieces and nephews). It was a whole town and wilderness area but I found it was much easier to run my homemade dungeons. (Which we started with...) I now am running a randomly-generated Tunnels and Trolls dungeon for one player ( my girlfriend...😚) and it is possibly the most stress-free and easy DM’ing I’ve ever had the pleasure to partake in!!
Nice! One on one play can be super fun!
All solid advice. One other thing I would say to a new DM is that he needn't worry about how cool or immersive or impressive his world is. Players just sort of accept the reality of the world you present them. The likelihood that you need to explain who built the Black Castle, or why a lich dwells in the cellar of the Dungeon of Dooms, or why your demons hate the local chapel, is about 0%.
Agreed
"if you create a situation the story rights it self" is the most important thing to understand as a GM, my friend that only played as a PC wanted to GM us for a game, so he did, and was awfull haha. He thought all the adventures i did were "ploted" and he needed to come up with these stories himself to run a game like mine. His face when i told him that i didnt plot anything never (almost) and that i created a world consistent, coherent and fair (a little bit tipped towards the players of course) and i just rolled with it (no pun intended) and improvise alot of the outcomes.
What I would advise a new DM to do, is not be afraid to farm published sources for encounter material. Lost Mine of Phandelver has a complete goblin lair already fleshed out. Read through it to get a feel for it, then just use the map and write down what you remember. It's got maps of a ruined town, a ruined castle and a fairly fleshed out working town. But this is just one example, and a little bit of a time saver. And don't be afraid to look at older sources as well. The old boxed set Expert rules had a map and all the symbols for creating overland maps around a town called Threshold. Pick a spot on a map and that's where things happen.
Indeed
I've never been a game master before, but if I did I think I have a good feeling for the style I'd run:
- To get my initial practice, I'd do a bunch of one-shot adventures and not allow the same PC to be carried over from one to another. They'd be a mix of genres, not all the same setting.
- Once I felt ready for a campaign, I'd do a megadungeon where I'm building dungeon rooms on the fly between sessions, and had a rule that the players need to get their PCs _out of the dungeon_ by a real-life cutoff point in real life for bedtime, or else those particular characters get captured by the dungeon's eldritch magics and wind up separated from all their gear (which restocks dungeon rooms as loot) and be trapped in the conspicuous prison cells on each floor of the dungeon.
- Every player would be encouraged to have a "stable" of PCs to rotate through and experiment with the different classes' mechanics to find what one THEY like most in THIS campaign, or just an occasional change of pace.
- There'd be plenty of pre-generated characters to grab easily, because I love making first level adventurer characters a lot but don't like actually playing (or leveling up) anywhere near as much.
You are always a voice of reason in these discussions, Daniel. Thank you for giving your take on this current topic.
Thanks
There's a chapter in the 5th edition DM guide that's only about 2-5 pages worth of reading which had lots of helpful charts and generators, along with design philosophy to keep things simple. Very similar to what you were talking about. It really helped me, and I still go back to it from time to time to remember to simplify my content. If anyone's interested I think it's around page 70? (you'll know it when you see it)
Awesome, there are some hidden gems in that DMG, I’ll go back and take a look
Great video -- you have a knack for welcoming new people in a friendly way and removing any apprehension they may have about joining the hobby and reducing the apparent mountain to a molehill.
Thanks 😊
Great video as usual. Very practical and clear advice. I think it's easy to put a lot of pressure on yourself but you have to remind yourself that if close friends can be entertained by simply sitting around having a few drinks or playing a board game, maybe the expectations from the players aren't as high as we always think...
So true!
If I may, becoming a D&D takes nothing more than a will do do so and an idea.
My introduction to D&D, in 1979 was completely by happenstance and lead to a lifelong career as a forever GM. I happened to be at a friend's house in an old neighborhood I had moved away from and my friend had a boxed set with funny dice and a cool fold-out adventure. We played it completely wrong or hours until I had to go, but that was all it took.
that week, I tried desperately to cobble together what i remembered of the game, getting so much so wrong, and wrote my very first adventure "The Temple of Elf Doom". I drew a map, populated it with traps and monsters and even composed a bard son about the fall of the temple put to the tune of "Greensleeves". My first players were my parents. I had no funny dice, no rule books, not even character sheets but I ran the game.
If you want to be a GM, grab any idea, run with it. Beg, borrow, steal from everything you know. Take it together, file the serial numbers off, swap faces and places and you are good to go.
Great story
@@BanditsKeep thanks! I like to tell it (and it is the absolute truth0 when I meet somebody who is boggled by the concept of becoming a GM.
I love this! Really appreciate the clarity of the message here.
I haven’t run a game in over 20 years but “back in the day…” I didn’t give my players quite this much agency, but it would have been in line with how we enjoyed playing and I would definitely try to do it this way in the future.
Awesome
it's like a back to basics advice, and I really appreciate this. it's how I learned to play and DM.
For sure
This was really helpful, Daniel!
When I was in High School (9th, 10th grade) I used to DM some neighborhood friends through games from time to time, but I also played D&D a lot as a Solo RPG.
I stopped being a DM for a long time, (most of my college years) until sometime in the last 3 or 4 years. However, I am finding it difficult compared to what I remembered as a teenager. It could be that I am starting with a system that is too complex, but I can't be certain.
You could try using just the most basic form of the game to start - no optional rules etc. but really the rules are there to help, not constrain you. Be creative and go with the flow.
My last game shop had group efforts in running games,
One is the Story Teller setting the plot.
Another running combat drama actions.
Two others to thumb the pages in the books to look up spells and see what can be pulled off.
Even when we had one main DM, there was a backup DM or rule lawyer to look up information up in a given book to perk up an encounter.
2.) Other than playing different campaign settings or making a single or multiple rolls for a given action, such as hunting or making a flat survival check roll. We stretch such things out otherwise you are eating tree bark and roots which any peasant were very aware of. Options such as making a flat dexterity check by rolling under or over in favor of the PC getting in Sling or bow range of a rabbit. Or trying to catch a frog leg dinner leading in dealing with a snake viper or water monster.
Cool
The first time I played D&D was 1980, my freshmen year in college. My roommate was going to run a game, and another guy I met on campus was talking with me and telling me what D&D was, but I didn't understand what he was talking about. He said to not worry about it and just basically sit back and watch and have fun, so I did. We played until 3am, and it was the best game I had ever played, but here's the thing, I knew none of the rules. The entire game took place in my imagination. The DM rolled all the dice too. We all just sat on the floor or on a bed with paper and pencil and just went adventuring. I think it's hard to be a great DM, but if you're with friends and you're all having fun, it doesn't really matter how good the DM is. Just do the best you can and enjoy playing with your friends. That's all D&D really is anyway, imo : )
For sure
I found this to be really good & helpful advice. I have been running games off and on for years, but I still like to hear how others run games. This is why I like to listen to these RUclips channels about running games because you can always learn something new or at least a way of recontextualizing an idea better.
Thanks!
I absolutely support Bandit's Keep on the idea that Dungeon Mastering is just another aspect of D&D; and, I would have to say, after running D&D games since 1982, it can be a whole ton of fun. I enjoy it immensely. I am still recruiting new players to the game. I am still encouraging creating your own adventures, they are more fun and you can run it better because YOU made it. Huzzah Bandit's Keep!
😊😊
One thing you should know is the players character sheet. This is a detail that is often overlooked and can can destroy your adventure or even the player's fun.
This goes especially for spellcasters. Create water? Purify food? Goodberries? And there goes your 'you are near starvation' plot.
We once started a campaign at level 5 or 10, I don't remember that clearly. What I remember is that I decided to use the higher starting money to by a wagon as a mobile home. I also sunk quite some money into it for some upgrades like special wood and so on. Given, it was partially my mistake, I should have been more clear about it, but the DM didn't think too much about it even after taking a look at my character sheet and early in the adventure the wagon got destroyed. With over a decade of playing I went with it. Though the DM talked about with me later and I let slip what that wagon had cost and he was horrified as I could have easily bought one or two minor magic items for what the wagon had cost me. And let me point out that this was an experienced DM. I just did something a bit out of the usual boxes.
Like I said, I shrugged it off, but it could have easily be something more important to the character.
So, know your player's characters and their character sheet.
Yeah, don’t start a campaign at level 5-10 for your first game 😊
Good video about the way to DM. Most people these days call this homebrewing an adventure rather than just running a game, which is what i always called it. Some other points... 1) the concept of character story arcs comes from party based videogames like Baldur's Gate and Dragon Age, so not an edition thing but an artifact of the historical moment in which we live. 2) Anxiety about the DM role springs from the current generation. Most under 30 people I've met including my own kids complain about anxiety as if it's an insurmountable obstacle. They also seem to talk each other into anxious feelings. In my experience with very significant social anxiety the way to overcome anxiety is to face it head on and enter uncomfortable situations at every opportunity. Anxiety is not a life sentence. Achievement ends anxiety, so seek to achieve. 3) Like others in these comments i realized after the first time i played DND in 1976 that if i wanted to play i would have to be the DM. So that's what i did.
Anxiety is definitely a factor - I’m. It sure how new that is, but as you said, doing it helps with that.
@@BanditsKeep I don't think it's new, but the fear of fixing it is.
I totally agree with everything he says!!! it is this simple to set up and be a DM. perfect on how to involve all players.
also do this enough and you get more confidence.
Thanks 😊
great video, nice to see some actual advice and not just another " hey let me use this single article to justify why my way is better" i have been seeing going around a lot since the questing beast video.
Thank You!
Id love to see a collaborative video with you and dungeon craft, you both have alot great insite that i think would help alot of people together.
Dungeon Craft is a great channel for sure
I think much of the issue stems from different expectations in the current dominant meta (I cringe to use that term, but I think it works). Lifestyle branding, which is what WoTC is going for with DnD, brings in lots of people that tend to view the brand as closed and complete. Many players only want to play official product, many potential DMs are turned off by the page count of current adventures, and too many new DMs are so beholden to the material they force dry reads of flavor text rather than using their own words.
As a forever DM that has run a few 5E campaigns, I can say that that article you quoted is somewhat correct. It does seem that PLAYERS expect much of that from their DMs. And to make matters worse, very few players seem willing to do their own due diligence. Page flipping to find out how a spell works is nothing new, but man oh man there are so many pages and books to flip through and so many players seem surprised or disappointed when the DM doesn’t have it all memorized.
Not seeing this an an edition thing, sorry
@@BanditsKeepOh, no worries, neither do I :)
My claim has more to do with branding, unprecedented growth, and cultural shifts than it does editions.
Questing Beast just did a video touching on what I’m on about. He’s created the terms “folk DnD” and “official DnD.”
I started playing in 88, and that split existed then, and has never stopped as far as I can tell. But it seems to me (however flawed my limited experience is in representing reality) that the proportion has changed drastically in recent years.
I know more people looking to run non-5E TTRPGs that can’t find players than I know people that run 5E games. It seems to me (again, flawed anecdotal experience) that a large percentage of people that play 5E aren’t really TTRPG players so much as they are 5E players.
Not looking to die on a hill defending these claims but it’s what I’ve noticed the past few years (has it been 7 years already?) in the Orlando area and in and around Asheville. Online might be an entirely different thing, but I that holds no appeal to me.
Good video. I just want to comment on something you said in the beginning: I agree that “knowing the rules” isn’t that important. However, I’ve found that looking them up during play slows things down too much.
A better solution is to just do it as best you can remember and use logic to fill in the gaps or set a target number to roll against. Look up the rule in the book after the game. Decide if you made a new house rule or not and let the players know or get a consensus from them.
The players might also help with rules. Let them tell you what they think it is. Then arbitrate to whatever you want. How the player thinks it should work or how you thought it should work. Once you decide play the DM card and no more discussion on that rule during play.
Look up the rule after the game a decide how you want your game to be. Player consensus can be used if you don’t want to be too heavy handed but most players are fine as long as things are consistent.
Indeed
This is the system break it down to parts and play the parts. I would agree it isn't so much the version, but the goal of the version being understood. I picked up 5e and ran with it and am going in reverse because I kept finding things of interest in OSR, Forgotten Realms, Pathfinder, and their party offerings. My campaign is homebrewed and now in year 2.5 and getting ready to close and reopen a new adventure. Homebrew worked for me and we started with only what is in the PHB. Since then, I have spread out a lot, it is what one does as the get comfortable and confident in their game.
Awesome
Your channel deserves a lot more subs! Great content.
Thank You!
Very interesting take on 1st time GM’ing and good advice on breaking down running scenes. I also agree with running a one-shot first but I think for brand new GMs a simple introductory pre-made module is easier. I think creating an adventure from scratch can be daunting and might be an additional barrier to entry. Running a module allows you to just focus more on how to run each scene (and play it out in your head) rather than possibly worry about whether what you have created from scratch is even playable (which could be detrimental to new GM confidence)
I don’t agree, but as long as they run something that is good
One thing that strikes me with using a pre-made introductory adventure and running through how the scenes will play out in your head, is the ensuing panic that first time dm might experience when players don't zig or zag, but choose option X in a scene (or multiple scenes). I've seen it happen too many times, and it has ended more than once with "yeah, I'm not going to gm again" or "I'm just not cut out for this". Another barrier to entry, as you call it.
But, if that works for a new GM, more power to them.
Not putting down your idea, just my two cents based on experience.
@@MarkGoldfine - yeah I get what you're saying, but can't the same thing happen if you create your own adventure.... i mean a simple pre-made introductory adventure is just eliminating the step of creating something for yourself? For 1st time GMs having to create something from zero (blank page) could possibly mean you never get to 2nd base (playing)? and a premade has got to provide more structure and be less work ... maybe? 😃
@CODENAME: AGE I think it really depends on the first time GM. How much experience, if any, they have of playing RPG's, or, how much they have read up on creating an adventure.
I think a lot of the games out there overcomplicate the GM role in their "how to run the game" sections, and I see a lot of GM's make it seem overly complicated in articles or RUclips videos.
A premade adventure is fairly easy to break down into manageable bits, for someone with a little experience, but for a beginner, it's a wall of text. It must all be important, else it would not be printed, right? And if there is no "bullet point" breakdown list of the adventure, the new GM often frets over tiny, unimportant stuff, and often leads to railroading.
Granted, if the newbie GM creates their own adventure for the first game they run, they can feel so much pressure, they try to write out everything they think has to be in the adventure, and end up writing a script and railroad their players and give every npc or monster plot armor.
I've seen first time GM's run a premade starting adventure fairly successfully, but I have also seen a first time GM, and rpg newbie, run the best Call of Cthulhu adventure I ever played in, that he made himself.
Sorry for the wall of text 😅 trying to type a response, with a 2 year old, gleefully yelling "daddy! daddy! pizza!" in my ear.
I really think making your own adventure is the way to go, but there are some easily runnable pre-written one shots. MT Black has some great ones on DM’s Guild for 5e and Winters Daughter is a fun one for OSE. I wouldn’t start with anything by WotC as their layout is really rough to use at the table and needs a lot of pre-prep to run, whereas the ones mentioned just need one read-through or so before running at the table.
This was a fine video.
I feel this "DM shortage" drama is just for the sake of it, and also push the OSR "agenda", for lack of a better term. I have nothing against the content creators who have relayed the article and talked about it on YT, but you coming and offering a nuanced view is refreshing. Moreover, you actually give good advice for new DMs. I think that is what's missing from most content regarding TTRPG's on YT: everyone adresses DMs who want to get better, and offer solutions for many issues and details, while the most important and the most simple is kept silent.
Anyhow, thanks for not throwing yourself into this so-called drama for easy views. DMing is as tough as you (and your player) make it be. And you reminded everybody it does not have to be.
Thanks
Some of the random table resources are great for a beginning DM to create a situation, provide some sort of rationale or background to it, and then decorate the scenery. Just roll completely randomly, and try and make it work in your head!
For sure
👏👏👏👏👏👏👏👏👏👏👏👏
Excellent video! This is exactly how to be a GM/DM. I'm sharing this with my friends and gaming group. Well done sir!
Thank You!
Great idea for a video. Thank-you for your trouble.
I'm not sure you landed this one though. I got lost as you described what to do with too many diversions. Your content was correct but I'm not sure a new Dungeon Master could follow.
If you provided a simple example of what you would make, it would make your recommendation much clearer. Don't spend time describing what one could do in the future. Just describe what you recommend. (The new DM should just trust you and judge by the final product.)
The over analysis has confused would be DMs. Create a small village (or swipe one). Add a few NPCs to give the players instructions. Draw a map (or swipe one). Add some monsters. Add a big bad bad guy. Add a few items of treasure and let the magic happen. Resist getting too fancy.
Once you've "ridden the bike" so to speak, all those other things will start to make sense. Figure out what worked and do more of that.
Your players will ask questions that there is no right answer. It doesn't matter. Laugh, roll some dice, grab some loot and kill the bad guy.
Congratulations. You are now a Dungeon MASTER!!!!!!
Indeed, must have been somewhat clear as you got it 😊
@@BanditsKeep 44 years teaching and playing adds up 😀.
I do remember that first game to this day. Having never seen the game played and heard only snippets from some who had watched someone else, we managed. The longest journey starts with the first step.
I apologize if my tone sounded critical. I was only offering suggestions should you choose to do more on the topic. It is a happening subject.
@@ironconrad4981 no worries, we each have our own way of presenting topics and I’m always interested in others perspectives. The more people who show how you can run games easily they better!
Hi. nice video. I started DMing a couple of years ago but never used an adventure of my own creation. I run OSR stuff (Mauscritter, Mothership, Dolmenwood, OSE) but always adapted published matirial. I like your advice and I may try to put forward something I created but the prospect scare me a bit. Great content through :)
I wholeheartedly agree with creating the campaign/scenario yourself rather than running a module. You have ownership and the players will always do something not covered in the module. You will be much better prepared for that if it is your setting.
Indeed
I think there is something to the "cater to the players" item. Sure the players can seek out things they want to do, but if your players are more into social interactions than combat, but you keep having gangs of monsters attack the PCs then you may have an impasse.
Likewise in step 2 "Why do the PCs care?", I think that's a forked step. Yes, you need a plot hook that interests the PCs, so maybe if you've got a paladin you can have a plot hook where they need to help a poor village. But you also need to create a reason for the players to care, and this reflects on the type of game that interests them. So if the players prefer exploration and puzzles, but in order to save the poor village you have a string of combats, your players may decide this game is not for them. In order to keep those players interested you may need more puzzles and exploration in order to achieve the paladin's goal of helping the poor villagers.
You don’t “have a string of combats” you create a Situation… if players want to negotiate or interact socially, that is what they will do.
I think that by “logistics” they are referring to in-game logistics, like the initiative turn order, keeping track of time, keeping track of light source, managing the miniatures and game board, tracking spell duration, tracking short and long rests, etc. I realize these don’t all apply to each edition, but I think they are referring to these sorts of things. Are these a big deal in 5E? I don’t think so but maybe they are for a new DM. I have no idea.
Great video as usual Daniel. I always appreciate your views. 😀
Makes sense, but IMO no, those are not a big deal, even for someone new.
Lots of these are shared with or on the players side to manage
I started my DM’ing a few years ago with a one-shot that I made up. It was great. I then DM’d a couple of M.T Black one shots from the DM’s Guild (love his one-shots). I then ran a level 1-7 campaign that was a few 1e modules mashed together (Village of Homlet, Secrets of Saltmarsh, and Curse of the Reptile God) but still mostly home brew. Then I started Curse of Strahd 😳 that was a mistake…
I cannot recommend starting with a low commitment one-shot adventure and then stay with mostly homebrew for a bit enough and using premade maps that you stock yourself.
That’s awesome, yes! M.T. Makes great one shots
Yes! For a first adventure, your own stuff is MUCH easier! You know what's in it and why, and you know how moving bits about (sometimes necessary mid-game) is going to affect the adventure.
And I think some Goblins will be stealing a statue from a town in my campaign...
Those goblins are always up to something!
We are so powerful that thinking we are not makes it so.
Indeed
In writing scenarios keep in mind not to plan actions that the players can prevent.
In a dungeon, the first set of guards may raise the alarm, but no one will come if the guard are inside a silence spell.
In a battle, don't plan the monster's epic action too far from the start of combat. I guarantee, that cool maneuver you have planned for melee round 18 will *_never_* happen.
Instead consider the monsters default reactions in combat.
The vampire goes gaseous and flees through a crack as soon as the barbarian rages.
Purple worm manages to swallow something, it tries to get away,
Red dragon sees wizard cast globe of invulnerability, he F-O's immediately.
How would the vampire know the barbarian “raged”? Or the dragon know what spell the wizard cast?
@@BanditsKeep Both really good questions.
I was thinking more in terms of reactions.
It would have been far better to put..
Vampire goes gaseous as soon as 1 of his 'tanky' Lieutenants goes down.
Or
Red Dragon (being a coward) F-O's as soon as anyone remains standing after he breathes fire.
These examples are simpler and more obvious in context.
Thank you for the comment. :)
Thank you Daniel!!
😊😊
Thanks Daniel this is great stuff
Thank You!
Great advice Daniel! That's exactly what DM'ing is, or at least should be. It's not Rocket Surgery!
Indeed
Player to DM: "entertain me". Sorry, this is not a video game or novel. I provide the setting the players write the story. You provide a good analysis of the problem and solid solutions.
Indeed - also, I’ve yet to have a player ask me to entertain them
Great video. And i completely agree running a homemade adventure is easier and a dm can run it more comfortably on the fly than a " store bought " module.
But i sort of see what the intent the article and questing beast was making. 5E D&D may not be a huge crunch rules heavy game at the start , unlike Pathfinder 1e , 2e , AD&D 1e 2e but a kind of " crunch creep " was slowly added like: options , feats. new spells, unearthed arcana , and just the fact of having a skill list. in 5e sure fills out a character sheet.
------ but you did give good advice how to handle the power creep rules bloat. There are some people who play with just the basic 5e rules free pdf--- that sounds like it could be fun.
OSR games have little of those things . My point is 5e is less crunchy than earlier editions but still sort of crunchy compared to OD&D and BX.
I guess it depends on how you define crunch, options are not rules IMO and the DM does not need to know them, unless they are being used at their their table. The basic mechanic in 5e is roll a d20, beat a number.
This is how I do things, more or less, except that because I stay away from one-shots I haven't given the players the chance to narrate the outcome for their own characters, which I think is a good idea. My preferred style is to set the scenario, know what's happening behind the scenes, and then get the hell out of the way.
Excellent
Another terrific video! How do you do it?
When I first started playing D&D, I didn’t think I could DM. A few years later the D&D TV cartoon debuted and then it made sense. I wasn’t being a DM, instead I was playing the DM. That’s how I approached the role and that has worked every time, mostly. To the annoyance of a few I tried to be immersive when interacting with the players and characters. I had fun and that worked well when refereeing fantasy RPGs.😊
Fun! You use the DM as a character in the world? I need to try that!
@@BanditsKeep Initially, I just addressed the players as their characters, used vernacular from the setting and avoided game terminology as much as possible. I approached the role more as narrator with some diegetic questions to encourage exposition and discussion. As part of an experiment, I did develop twelve Dungeon Master NPCs who would appear infrequently. I rolled on a table to determine how the DM would interact, often reciting a riddle, walk off and disappear. It was silly but fun.
a tip I recommend is know what type of players you have! it's easier to deal with a group that all have the same relative play style (role-playing heavy vs hacknslash) then trying to appease and please every individual player.
In my experience most players like a little of everything or don’t know what they like if they are new
Assuming logistics means "getting the players together" - in more "story centric" type games, groups often won't play unless everyone can show up, as the "story" doesn't make sense when characters are suddenly absent.
This is a different approach than the old school "3 people showed up tonight? Alright, well where are the 3 of you headed tonight?"
As noted, the “write a story” part is mostly a myth IMO
@@BanditsKeep @Bandit's Keep yeah I hear you on that! The best story is the one told about the crazy stuff that happened in the adventure.
But that said, there's absolutely a widespread belief that the DM should come up with a story/narrative/linear structure in order to run d&d. Without the basic 1 gp = 1 XP mechanic, the weight of player motivation falls entirely to the GM.
This is great advice and I really enjoy your videos Daniel. I have a question though. Let’s say the thief successfully pilfers the meat. It seems that the adventure is then over fairly quickly no? Wonder what your thought is on that.
It would depend on what the party does - sits there and eats it? Perhaps the trolls notice and look for them, travel at night to get away, perhaps they lose the path or get set upon by some creature that smells the freshly cooked meat they are carrying
Hey, just found you on my suggested videos. Unrelated to your video, did you recently go to a chili cook off a week or so ago? I feel like I may have met you there.
Enjoy your content so far!
I did not, but I do love chili! Welcome
Thanks for the primer! I’ve been thinking about the minimum viable DM and players (which is group and ruleset dependant obviously). Your video gave me a good starting point
One little technical feedback: I love your mic and sound quality, but your voice comes too boomy in headphones and sound monitors. Putting a high pass filter around 120 hZ helped.
Thanks, I’ll see if I can tweak that sound
Great suggestions!
I have never talked to ask my players "how does the adventure end for you?"
Give it a shot, very fun IMO
DMing is definitely better than being a player. Much more engaging etc. I definitely agree it's not an edition issue though I think the editions certainly exacerbate particular issues. Though those issues are not exactly what is being talked about. Like in 3.5-5 the issues are certainly that combat is the expectation and dungeon crawling is not. But then that just makes for a different game I guess
For sure
This is a great and helpful video, thank you. Would you consider doing a video on how to find people to play with? I haven't played in forever but would be interested in an online OSR campaign.
I made a video like that a while back, but one good way would be to join my discord (link in description) I have a “looking for group” room
@@BanditsKeep Thank you! Will do
First, I agree with your take. I think the main issue is that players who are new to the hobby begin to take ownership of the DMs role and set everything up, then expect the DM to fit things together to make a cohesive world. 5e is definitely the worst edition I have DMed for because of this very issue. Luckily, I am experienced enough to know how to navigate players who do this, but I feel anyone new would have a struggle running an ongoing campaign past the first adventure.
Not sure why edition should make a difference (it hasn’t for me), are you saying because it offers more options? I’d think 2/3 have even more of this.
Oh man, I said "DMing is easy" on FB and got a bunch of push back! Lots of blaming of the books for not teaching how to be a DM. BAH!
You summed it up very nicely by saying "create a situation". That's how I run my game. There is no "story", there are "situations" that the PCs can choose to interact with or not, and, as you said, the story creates itself.
It's not rocket surgery, but a LOT of people want to make DMing and the process more complicated than it really is.
For sure
I agree
I don’t think it’s that tough to start DMing but WotC doesn’t help the new DMs as much as they could either.
I’ve never run a prewritten module.
Cool
I am a DM, and have been since 1979... I mostly agree with you, however:
Taxing... Hell yeah... sometimes. My monthly game is 10-12 hours... no big deal when I was 11 or 20 or in my 30s or even early 40s... I'm 52.. I ran last Saturdays game for 10 hours... I was exhausted afterwards and the next day I felt hung over all day.
That would be tiring - but games do not have to be 10 hours
Maybe a video explaining the concept of DnD could be helpful to a new family that doesn’t even understand the concept. Like what is the dungeon master? What is the purpose of the game, how do you decide things, when do you roll dice? The very basic, fundamental concept of DnD and how it is played as a “game”.
Maybe it’s just as simple as “you can do anything you want, describe it to the DM and he will assign a chance of success and tell you to roll the dice, or just tell you it succeeds if it’s not a dangerous scenario.”
Good topic
3:49 RIGHT ON BROTHER
😊😊
This is a question I want to ask, I'm making a Video Game with dungeons in mind but I don't know the archtypes of dungeons there are or what content to fill them with? Since you've played and made a lot of dungeons what are some tips?
This would be an awesome discussion in the “designing games” room of my discord!
I agree 5e is not rules heavy, comparatively speaking. I was looking through the Castles and Crusades PHB the other day which I bought on a whim at my local game shop, and even that game is more rules heavy compared to 5e. Although the organization in that system is fantastic, it has great organization.
Indeed
Good counter points. In my experience with new players, I think a lot of them are intimidated of trying to be a DM. I have noticed some higher rates of DMing anxiety over the years, but while it could be the rules, there are lots of other factors. For example, with the rise of streaming, many DMs are self consciousabout their public speaking skills. That and many 5e newbies are 25+ and in my experience more self conscious about learning new skills than their teenage counterparts like when i and many grognards learned. Also, a lot more regular DMs I know are dipping their toes into paid DMing or trying to make streaming games and looking for actor players.
Good points - DMing can fall into “public speaking” as far as nerves, but in theory, these are your friends
@Bandit's Keep true, but as of late, I've seen more and more new players interested in DMing compare themselves to Matt Mercer and other streamers to explain why "they aren't ready to DM yet." Which is funny cause they'll often praise my games, and I'm nowhere near that level of an orator. Admittedly, this is only one of many factors of this issue.
One thing that I think is hindering people these days is that they misinterpret what "no D&D is better than bad D&D" means. The first step to becoming good at something is to suck at it. The "bad D&D" that they are referring to is more like "toxic D&D". I think bad, but non-toxic D&D is fine, even necessary for the learning process. About half of my 5e experience has been running games for kids. When they run their first games, they are "bad", mostly because they haven't run a game before. The only way to get good at DMing is to DM, and consciously try to get better at it. I encourage them to all run at least one game. Even if they totally hate it, they have a better understanding of life on the other side of the screen and are less likely to give the DM a hard time.
For sure
I like being a DM. It’s probably the thing that I get the most creative fulfillment from. But it is definitely taxing. Being social is taxing, being creative is taxing, being “on” for a group of your friends is taxing. Sometimes I need a week off to recharge my batteries, or just can’t get myself into that DM headspace on a particular night. The blanket *shrug deal with it* attitude of “If you’re the type of person who likes to be a DM, it’s not taxing at all” is reductive, inconsiderate, and ignorant of anyone else’s experience or mental state than your own. I don’t think you meant to say something hurtful, but for a video meant to empower new DMs, I could easily picture a new DM hearing that and saying, “Man, this doesn’t always come easily to me. I guess I’m just not cut out to be a DM.”
I never said you should run a game every week, run when you want and when you find joy in it.
yes, this is basically my process. i don't know why anyone thinks it's difficult.
1. what would be a cool concept for an adventure?
2. ok, so then who are the NPCs causing this and why?
3. cool, let's make up some locations for them.
4. add monsters/treasure into locations.
5. run adventure.
Exactly
Thanks my friends son wants to get into DnD but doesn’t know how to start or play :)
Excellent! RPGs can be a great hobby
I don't know if I disagree with 5E being rules light. It's light on procedures, but definitely not light on rules. A level 1 5E character already has more special abilities and rules applying to them than a level 14 B/X character. Only way I'd call it rules-light is if comparing to 3E, AD&D, ACKS, or similar extremely rules lawyery systems.
Roll a d20, beat a target number - special abilities are not rules
I do hope this gets through! DIY gaming is very empowering for the brain and liberating for the imagination. Too many groups require spoon feeding. I mean, my childhood DM just complained that the 5e group he joined doesn’t use anything EXCEPT WotC published materials. No thank you! I don’t even seek out 5e groups anymore, because that consumer mentality seems to be the norm.
This seems to be a thing with 1e as well
I think the problem with 5e is there is just a lot character options which to me can be a bit bloated to deal with. The actual mechanics are pretty simple though.
Use what you like, ignore the rest
@@BanditsKeep The only time I ran 5e was when I used the playtest rules. That did not have the issue I mentioned above and yes it was pretty easy to run.
That's the cover art for Castlvania on NES. Not the Playstation.
Wikipedia must be wrong 🤦🏻♂️
Geezer here....
I feel 5e certainly makes being DM challenging if not impossible for new people. For many of the same reasons 3.5 became a horror show. That said, good advice and vid.
Gaming on
Not sure I agree it’s so hard
@@BanditsKeep Geezer again. My experience is limited to about a dozen tables of 5e, so not a lot. Only 3 to 5 sessions a group before I tipped my hat on it. In every group I sat with players expectations were ludicrous at the least. I play X or nothing. They wanted everything from any book published. No new person is going to be comfortable with that. And without gutting it, in 5e trying to balance anything seemed unattainable.
I agree with what you've said. Just do not see it happening at a 5e or as I call it under any game "the modern table".
@@nonya9120 Oh, "muh game balance!" gets me every time.
@@Dyrnwyn Geezer again.... Ya, I normally could care less myself. Balance during play is not a biggie. But pre-session, character generation is another matter. With 5e, every new subclass and especially feats make a mess of it. In 2 groups I sat with the new stuff made a previous build worthless. If it's your game enjoy it, I will pass.
Gaming on.
The title and scope of this video should/could be, 'Why don't more people DM?"
Could be
Pacesetter Games & Simulations do a B/X remaster (B/X Player's Guide and Dungeon Guide), at Drivethrurpg.
This is the 2nd 'remaster' I've seen so far (Necrotic Gnome - OSE) is the first?
Might be worth getting bits from the above 2, to use with the original B/X.
Lots of clones - labyrinth, Lord was the first
@@BanditsKeep Labyrinth Lord; I forgot that one (very good).
There is a DM shortage going on. Yesterday there were none in all 4 shops I visited xD
That time of year!
Not afraid to dm, just it would be nice to have players. To be fair I could go online, but between drama and schedule changes it feels impossible to run a game outside of my kids and gf right now lol.
It can be tricky to find a group, but worth the effort IMO
@@BanditsKeep Indeed. I love the hobby I just hate how picky some people can be.
I have noticed running games for younger players that they try shift responsibly of "logistics" onto the DM. By this I mean that they are requiring me to remind them when a session already established is and even call/text them. Also to keep and store their character sheets etc. I do not know if this is laziness or just youth (20-35 year olds). I have had to push back firmly I am not a parent, guardian, nanny, or in any way responsible for their punctuality or gaming stuff. I am encouraging my players to act like adults if not be adults. Additionally the blasé reaction to all the efforts I go through to run a game are rather annoying. I understand being a DM is a thankless job but my time is valuable and it should not be disrespected. Maybe I should get a new group of players. I just really love being a DM. (On a side note I do not charge for my services as a DM. But maybe I should just to keep the riffraff away.)
I actually like to hold on to the character sheets, though some of my players use digital ones and refuse to leave their laptops with me for a week 😊
It is difficult to DM well. Anyone that thinks it is easy isn't putting much effort into their game, and probably winging it. Designing encounters that properly challenge the party instead of them being cakewalks or TPKs takes effort. Lack of design in encounters makes the victory empty if you have eliminated the risk. Fun is subjective, and if you find story only enjoyable, that can work great for you. I have found that most people want a challenge, which means you need to know the rules.
DMs never get a break when the game is being played. Playing is much easier than running a game. DM burnout is a thing because of this. I've seen this over and over with multiple DMs. It's hard when five people are looking at you for answers. It was intimidating at first, but now I enjoy it. Know when you need a break, and be sure to take it.
When learning to DM, I had no story, no lore, and no world. My game was just a string of encounters. I think that is what's being said here, and if so, I agree - it's great for getting started. My first game was ok at best because it lacked effort, and it didn't last long. I learned a lot, unfortunately, it was at the expense of my players.
I’ll just agree to disagree. Story is what the players do.
@@BanditsKeep - I'm not sure with which part you disagree, probably that DMing well takes effort and is not easy. Public speaking is easy for some, and very difficult for others. Surely that's relatable. The story is made with the content provided by the DM, and the decisions the players make based on what is presented, followed by the result the DM says happens based on those decisions.
If I can do it, anyone can do it.
🙌🏻🙌🏻🙌🏻
I tell my players, that their logistics, important dates, supplies for adequate travel, feed for mounts, pets, beasts of burden, ammunition, trinkets, treasures and various magical baubles. Along with their accommodations, vittles and everything bloody mundane of questionable value. Are all THEIR problems, I've got a universe to run jack-ass!
Seems fair - though not sure who you are yelling at at the end there 👀
@@BanditsKeep My players, but more from my more inexperienced encounters with them. I should have given you some context.
Good
Thanks
I think people put too much stock in that article. Too NY specific, for one thing. Too WotC, for another (or maybe they're actually close to being similar things in some ways or even the same!). It seems to be a want of DMs willing to deliver what's become what 5e players tend to expect (The Tiefling/Aarokora multiclass with three pages of backstory which expects the protagonist spotlight and to basically follow that player's version of the intended mass-produced setting instead of whatever the DM might be prepared for).
Of course it's great advice for new DMs though.
Being from New York and having run 5e I think the article is hype and untrue 🤷🏻♂️ I’ve never had a player (5e or OSR) ask for any of that.
@@BanditsKeep Noted.
I would wonder though if you play in different milieu from the average commercially influenced gaming store ... something more mature and OSR-ish, compared to the people 5e players are represented by online anyway. Still good enough people usually, but their character sheet tropes and game style expectations seem preoccupied with exotica (and a disconnection from setting or immersive game gameplay)
I enjoy DMing however I find it taxing as well. It’s lots of fun but the improv of it all can be tiring at the end. Forcing my introverted self to perform
Taxing is such a negative term, clearly if you enjoy it that’s not an appropriate term - tiring, draining, fulfilling because you give your all…
I think that a lot of people who want to run games buy premade adventures and are intimidated by them. They then think that to be a GM they need to come up with everything before they start running an adventure. And depending on the quality of the premade the would be GM is stymied by this.
Indeed
But I can’t just ask my players to improv and come up with story building ideas!!!! I’ve been taught that the entire experience is me (the DM’s) job and my players are suppose to show up and get ready for the wild and insane adventure that is guaranteed to them from a quality DM!
*scarsam
😉 I’d love to see the sources that say that TBH perhaps I’m looking in the wrong places
Yeah you might say you'll just find another player but in my experience that's not usually the case. Especially when the only time you have to run the game is during most everybody else's working hours, and frankly I can understand why there's a shortage of DMS in New York at least ones that are willing to do it for free. Every player I've met from New York has either been a metagamer and won't stop, a cheater like blatantly so. Or feels the need to use Homebrew that is completely out of mesh with what the story setting is capable of handling and demands special treatment or the use of red cards...
Those aren't players I would want sitting down at my game even if I couldn't find any other players I would rather just not run the game at all then put up with that.
Weird, I’m from NYC and have run many groups in 5e and old school - I’ve had a total of 1 player issue in 7 years… 🤷🏻♂️
Likeed the vid a LOT but something scratch my ear, it's qualifying OSR as an edition thing. That's not really true imo, the fundamental differences between 5e and OSR is a matter of mentality. It's really how you think of the game in general, and not really a matter of actual rules. I could easily make a OSR game with a 5e book, but I could not do an 5e game without the 5e books ;)
True, OSR is a style
you know what is simpler? cheaper? more complete? and easier to GM than D&D 5e? Savage Worlds Adventure Edition, Ransack, Dungeon Crawl Classics, Lamentations of the Flame Princess, Cypher System and Open Versatile Anime. which are all systems that require you as players to do your part and pay attention to the setting rather than just build your half angel half demon neon green wolf boy mary sue and look for a game that will accept your character. hell, SWADE, Cypher and OVA give you means to make your neon green half angel half demon wolf boy a fair character. while Ransack, even more than DCC and Lamentations due to class starting packages and removal of ability scores heavily speeds up character creation. just pick a class and a background and you are good to go. hell, Ransack doesn't care about the copper pieces you spend in town on your cheap bottle of jack daniels and your barbecue bacon burger.
Ummmm ok. 🤦🏻♂️
It's a psy-op! There's not a DM shortage, there's a shortage of players paying into WotC and the corporate D&D paradigm.
Could be
Novice GMs should run published modules so they can learn what an adventure looks like. No one makes interesting adventures without knowing how they work first. A first-time GM will run into real problems unless they've practised running published material beforehand.
I disagree
I didn't run a published adventure until I had been running for 20 years
Can? Perhaps. Should? No.
Indeed
Do you like management games? (Example Sim city, Banished, Factorio)
If No, being a Dungeon -Master- Manager will be rough for you.
If Yes, being a Dungeon -Master- Manager will be an experience.
I don’t like those games, I love being a DM
It seems like the real questions is can/should the DM be responsible for JUST running the adventure. You kind of sidestepped the issue. You made a great video about how to run an adventure. But, you didn’t really talk about how a DM can be part therapist and full time social coordinator. Granted, one could make the argument that a DM doesn’t need to be those things. But you never made that argument. You just assumed it as a given. That’s not very helpful to a lot of new DMs who are feeling pressured by friends to be all those things. And you suggestion to just find other players is glib, the vast majority of DM want to DM for their friends, not just a random group of strangers.
Umm if your friends need to to be their therapist that has nothing to do with D&D.
@@BanditsKeep nothing to do with DnD, but a lot to do with interpersonal relationships, which are unavoidable in a social game. You talk like players are replaceable robotic cogs without foibles or personalities.
I've been doing this for a little over 40 years now. You lost me as soon as you said it's not taxing. I write professionally as well, and that line is absolute garbage. Writer's block is what happens when you've pushed yourself past the point of recharge. Couldn't finish after that.
🤷🏻♂️
This does not at all address Ben's statement that 5E players are expecting a Life Coach - I think you did not remotely understand the importance of what he was saying
I fully understand and disagree