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Veteran TTRPG players and game masters know that it’s incredibly rare for anything to go as planned. Players might circumvent a DM’s masterfully engineered fight with a wild gambit from a bard or rogue. On the other hand, someone’s bad roll might result in that gambit going down in literal flames. Every time a player rolls a die, there’s no way to know what’s going to happen. Part of learning to play D&D is learning how to improvise. This is where understanding a character’s backstory can come in especially handy – it makes it easy to react to even the wildest situations.
A really bad habit that it’s easy to get into when trying to bend the story around your players’ actions is that as GMs we can sometimes write ourselves into a corner. There are a lot of plates you have to keep spinning to keep interesting stories ticking on the fly – and sometimes even the GM can end up unsure of where to go with things. There have been multiple times where a player of mine has asked about a certain NPC or plot hook to which my only response has been: “I’m sorry, I have absolutely no idea what you’re talking about.” Here’s a key bit of advice that deserves to be talked about more: just retcon things. If something that’s been established before no longer makes sense – or if your players aren’t comfortable with where something is going – you can just pretend it didn’t happen.
In the private conversation, a HUGE secret is divulged. For instance, it is said that Sari is a werewolf. When characters that were NOT able to hear or be part of that conversation act on that secret knowledge, ie suddenly buy ALL the silver or won’t go walking with Sari at night anymore, then it’s Metagaming. And it’s bad. It just derails the game. Metagaming can be sneaky so try hard to have your character react to only what they know. Don’t be afraid to make mistakes or stumble while playing as a character. It is challenging sometimes to think of how a different person would solve a problem. This is part of the fun. Don’t be afraid to embrace your character with gestures or trying a new accent. You’d be surprised how much fun it is to try sounding Texan or French for 2 hours. Your DM may even award you extra XP (experience points) or inspiration for trying. However, there are definitely Dungeons and Dragons games centered around numbers or survival if you prefer.
Taking on the mantle of dungeon master can be highly intimidating for D&D beginners and first-time roleplayers. Creating a world, filling it with interesting characters and providing an engaging story for your players that reacts to their decisions – not to mention remembering the various rules required – is a lot to take on if you’re new to the hobby. But learning to DM, GM or whatever two-letter acronym your tabletop RPG of choice throws at you doesn’t need to be quite so daunting. There are some top DM tips that can make your life easier, as well as ultimately providing a better experience for both you and your players, letting you tell the stories you want to.
D&D gives players an incredible amount of freedom in their roleplaying – so new players should give themselves an interesting role to play! Choosing a race, class, and background is important, but thinking about what they mean for an individual helps breathe life into a character. Sketch out this character’s upbringing, their core personality traits, impactful events in their lives, and what led them to strike out on their adventure. Once players do this, it’ll be easy to picture how their character reacts to an ogre rushing at them, an NPC telling a lie, or a fellow party member engaging in wild antics. It can also make the game much more rewarding. If players are invested in their fictional character, it’s natural to want to know what will happen to them next, to want to take them on a journey to achieve their goals. Discover additional details at https://dnds.store/.