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Running the Game Summary #2: Your First Session

  • awildchicken77
  • Apr 10, 2019
  • 3 min read

There was a lot of information in this video. In fact, it was overwhelming trying to do it and Matt justice. I am sure that I missed plenty of major points (and if I did send them to me and then I can add them).


Running the Game 2 is a continuation of the first. Here we learn about a couple techniques to starting an adventure. While many of the story elements that Matt shares in this video apply to the Delian Tomb adventure, the key tips that we learn are things we can apply towards any adventure.


Summary


- “Drop the players off in front of the dungeon, describe the entrance, and tell them the stakes. Goblins and treasure inside. Just find the girl.” Great way to start your adventure or at least one of the oldest ways. (0:15)

- Getting started is the hardest thing in Dungeons & Dragons. (0:39)

- History of why many modules start with dropping the players off at the front of the dungeon. (1:00)

- There is no one right way!!! (2:05)

- Starting in a tavern is another great way to start your game. (2:31)

- “If you are new to this game then there are no clichés.” (2:39)

- Players enjoy recognizing scenarios from media. They have seen it but haven’t been able to play it. (3:25)

- Gives players a chance to roleplay their characters meeting for the first time. Can be awkward for new players. (3:46)

- Ask each player to describe their character before starting roleplay. What does their character look like? How do they behave? (4:29)

- We judge people by looking at them all the time. (4:47)

- Some players want to experience how they got the adventure not just told it. What is more fun to you? (5:15)

- Add NPCs to help break the ice. Matt shares a few examples. (5:28)

- Add a menu for the players to look at. (6:00)

- Tools online for lots of random stuff, including NPCs, taverns, menus, etc. Don’t feel like you need to invent everything yourself. (6:18)

- Inciting incident! Something must happen. (6:31)

- 50% of the DM’s job is describing what happens and then asking players what they do. “Other 50% is complex but there is pizza in there somewhere.” (7:00)

- Not all players motivated by a sense of justice and duty. Greed tends to be the standard. (7:08)

- Wanted poster to give them an extra little push. Also gives them a sense of politics of the world and the dangers that are out there. (8:10)

- If this fails, just directly ask the players. (8:38)

- Have someone unqualified volunteer. (8:46)

- Players and DM’s both like maps, but you don’t need a map. Matt even says there are good reasons not to use one. (9:04)

- “Show the players a map and they feel they understand something. Describe it using language and landmarks, and if feels like the world is a large mysterious place.” (10:04)

- “If players feel like they can stop and rest any time they’re wounded or low on spells then they will do so and that will grind everything to a halt.” (11:19)


Conclusion


Matt talks about 3 pieces of advice we can use as DMs to give our worlds a sense of mystery and danger. One, post a job board. Two, don't give your players a map. Three, never let them feel like they can rest anytime they want. Instead, roll for random encounters when they stop for rests so that they are always pressured to make the decision to rest or not.


I use tips one and three often in my games. In fact here is what my hunting list/job board looked like.


One of the other main points Matt shared was: there is no such thing as clichés when both us as DMs and our players are all new to the game. In fact, he says players enjoy recognizing storylines from movies they have seen or books they have read because they have never had a chance to play it out. I know there are a few obscure books which I like to take elements from and add to my games because it is fun for me.


When it comes down to it, there is no wrong way to DM. The video showed us many different examples and ideas we can include in our games. One of my favorite parts about DMing for different groups is trying new ways of beginning the adventure or adding/testing new rules.


If you would like to see anything added to the list or have any thoughts/questions post them in the comments!


Coming next: Running the Game Summary #3: Running Your First Dungeon



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