[RPG] do as a new DM, when the players know more about the game mechanics than me

dnd-5egm-techniques

I'm planning to start a campaign with all my friends, who are frequent Dnd players. I've been in a couple of their campaigns before, and had fun of course, but never REALLY understood much of the mechanics (I'm working on it!). Furthermore, I'm pretty much a noob when it comes to RPG gameplay in general.

I really want to make my own campaign and have my friends play it, but I'm unsure how to go about doing this. I have general idea of an overarching plot or two, and several encounters that could happen; I'm not asking for story ideas.

Since there seems to be a lot of experienced players here, I want some general idea of HOW a successful game is set up.

There are a lot of things I don't know yet, such as: how to set up a plot for players to follow, how to choose which monsters to use, how to introduce fights vs making the PCs flee. Or how to kill the PCs out-of-combat, how to narrate information based on the location, or how to help players set their goals. Or even how frequently combat should run.

The main thing I want to do is to run a game that is fun for all my friends.

I'd really like to know what I should do as a DM, when the players know more about the game than I do. I'm trying to learn more, but as a noob I'm still pretty unsure what to do.

Best Answer

Don't prep plot

As much as possible, I advocate against prepping plot. It makes more work for you as DM and generally doesn't add any enjoyment for the players.

Use more clues than you think you need

Dropping more clues for anything you want players to know means they're more likely to know those things.

I think this is especially true for PC-death. This is from personal experience, but I don't think that PCs should die "randomly", they should die as a matter of ignoring a wealth of clues that the DM has already laid before them, and they either ignored OoC, ignored IC, or failed checks to notice. How many clues is partially a matter of DM preference, but players generally don't appreciate "there was nothing you could do" from the DM after game.

Start at low-levels, preferably level 1

The lower-level you start, the easier it is to make mistakes that don't hamstring the game in awkward ways. There's fewer rules to adjudicate, as well, leading to a smoother experience.

Don't aim Villains at your story unless you're willing to shoot.

This rule comes from the gun-range, but its applicable. Too often, DMs will create villains that are so destructive that the DM doesn't want the Villain to win either. This gets railroady and boring faster than most people would like if there's a critical mass of failure involved. Having your Villains be more modest means you can just roll with a possible TPK without throwing out your campaign setting.

E.g.:

Vulture, of the recent Spiderman movie is a GREAT example of this. What's Spiderman stopping? Simple heists of good weaponry. What happens if Spiderman dies? A few things get stolen. Was the movie awesome anyway? Yup.

Have a Session 0

Seriously, deciding a lot of things that are on a typical "Session 0" list will dramatically change how smoothly your game runs.

Personally, I make it clear to all players two things:

  1. You must want to be a member of this guild
  2. You must be able to get along with a Paladin who does regular detect-evil sweeps.

Your requirements might be different, but establishing them in the Session 0 can get players on the same page faster.