What No One Tells You About DMing D&D
Summary
TLDRDieses Skript bietet umfassende Tipps und Tricks für Dungeons & Dragons (D&D) Spielleiter und Spieler, um eine erfolgreiche und lang anhaltende Kampagne zu gewährleisten. Es deckt Themen wie Erwartungen setzen, die richtige Spielerauswahl, die Verringerung von Spielleitersbelastung, Konfliktsvermeidung, Zeitplanung und die Bedeutung von Feedback ab. Der Sprecher, Antonio Deo von Pointy Hat, betont die sozialen Aspekte des Spiels und wie sie das Scheitern einer Kampagne beeinflussen können. Zudem wird ein bevorstehender Kickstarter für 'Monsters of Drenim' vorgestellt, ein Sammelsurium an Kreatur-Designs und Spielmechaniken, das die Herausforderungen und Strategien im Spiel erweitert.
Takeaways
- 🎲 Ein DND-Spiel erfordert eine große Menge an Vorbereitung, einschließlich Welt-Building, Handlungsentwicklung, Charakterprüfung, Karten und Miniaturen vorbereiten und Statistiken überprüfen.
- 📉 Eine der Hauptgründe für das Scheitern von Kampagnen ist, dass Spieler nicht regelmäßig erscheinen oder Pausen länger werden, bis die Kampagne schließlich zusammenbricht.
- 🧙 Antonio Deo, der Sprecher, betont die Bedeutung der sozialen Aspekte in DND, die oft vernachlässigt werden, und bietet in seinem Video Tipps, wie man eine erfolgreiche Kampagne führen kann.
- 🤝 DND ist eine soziale Aktivität, die emotionale Reife und soziale Fähigkeiten erfordert, da fünf oder mehr Menschen zusammenarbeiten müssen, während sie eine herausfordernde improvisierte Leistung abgeben.
- 📚 Es wird empfohlen, die Grundarbeit zu erledigen, um sicherzustellen, dass die Kampagne nicht scheitert, und dies beginnt mit der Kommunikation von Erwartungen zwischen Spielleiter und Spielern.
- 🤔 Es ist wichtig, spezifische Erwartungen für die Kampagne zu formulieren, einschließlich des Schwerpunkts auf Rollenspiel oder Kampf und der Häufigkeit von Kampfbegegnungen.
- 💀 Es ist entscheidend, die Haltung zur Toleranz von Todesfällen in der Kampagne zu klären, einschließlich der Möglichkeit von Wiederbelebung und der Notwendigkeit, einen Ersatzcharakter mitzuführen.
- 📋 Die Wahl der Spieler für die Kampagne ist entscheidend, und es kann erforderlich sein, die Spieler sorgfältig auszuwählen, um sicherzustellen, dass die Erwartungen und Vorlieben der Spieler mit der geplanten Kampagne übereinstimmen.
- 👥 Es wird empfohlen, kleinere Gruppen zu bilden oder kürzere Kampagnen durchzuführen, um sicherzustellen, dass alle Spieler zufrieden sind und die Kampagne erfolgreich ist.
- 🚫 Um Burnout des Spielleiters zu vermeiden, sollte es klar sein, welche Aufgaben für die Vorbereitung der Kampagne erforderlich sind und welche überflüssig sind, um die Erschöpfung zu vermeiden.
- 🕒 Die Zeitplanung ist ein entscheidender Faktor für die erfolgreiche Durchführung einer Kampagne, und es wird empfohlen, feste Zeiten für die Treffen zu vereinbaren und diese nicht zu ändern.
- 🗣 Feedback ist ein wesentlicher Bestandteil des Lernprozesses und der Verbesserung beim Spielen von DND, unabhängig davon, ob man Spielleiter oder Spieler ist.
Q & A
Was ist das Hauptthema des D&D-Spiels, das im Skript diskutiert wird?
-Das Hauptthema des Skripts ist, wie man eine D&D-Kampagne erfolgreich führen kann, ohne dass sie aufgrund von Schwierigkeiten im Zusammenspiel der Spieler oder mangelnder Organisation im Eingang der Spielleiter scheitert.
Was ist 'Pointy Hat' und wer ist Antonio Deo?
-Pointy Hat ist die Show, die im Skript erwähnt wird, und Antonio Deo ist der Host der Show. Er gibt in diesem Video Tipps für Dungeons & Dragons (D&D) Kampagnen.
Welche Art von Tipps werden in diesem Video nicht behandelt?
-Dieses Video konzentriert sich nicht auf Tipps wie das Bestimmen der besten Stufe zum Spielen von Kampagnen oder ob Tränke eine Bonusaktion sein sollten. Stattdessen fokussiert es auf soziale Aspekte, die oft vernachlässigt werden.
Was ist der Schwerpunkt des Videos auf D&D-Kampagnen?
-Der Schwerpunkt liegt auf der sozialen Komponente einer D&D-Kampagne, einschließlich der emotionalen Reife und sozialen Fähigkeiten, die für die erfolgreiche Durchführung einer Kampagne erforderlich sind.
Was ist der 'Monsters of Drenim' Kickstarter, auf den sich das Skript bezieht?
-'Monsters of Drenim' ist ein Kickstarter-Projekt, das ein 300-seitiges Buch mit über 150 neuen Kreaturen für D&D enthält, bereitgestellte Abenteuer und neue Mechaniken wie das 'Deadly'-Zustands-System.
Was sind die Schritte, die ein Spielleiter unternehmen sollte, um eine D&D-Kampagne erfolgreich zu führen?
-Die Schritte umfassen die Festlegung von Erwartungen, die Auswahl geeigneter Spieler, das Erleichtern des Spiels für sich selbst, das Vermeiden von Drama und das Bewältigen des 'Zeitplan-Monsters'.
Was bedeutet 'Setting expectations' im Kontext des Videos?
-Unter 'Setting expectations' versteht der Sprecher das Festlegen und Kommunizieren klarer Vorstellungen und Ziele für die Kampagne, einschließlich des Schwerpunkts auf Rollenspiel oder Kampf und der Häufigkeit von Kampfereignissen.
Wie kann man sicherstellen, dass die Spieler, die man für eine Kampagne auswählt, gut zusammenpassen?
-Indem man die Spieler sorgfältig auswählt, die die gleichen Vorlieben und Erwartungen an die Kampagne haben, und sicherstellen, dass sie die gleiche Art von Spielerlebnis bevorzugen.
Was sind einige Wege, um dem Spielleiter die Vorbereitung zu erleichtern?
-Einige Möglichkeiten um die Vorbereitung zu erleichtern beinhalten das Verwenden von fertigen Monster-Statistiken, das Finden von Karten online oder das Zeichnen auf Rasterpapier, sowie das Akzeptieren von weniger spektakulären Elementen im Spiel.
Was sind 'Safety Tools' und wie helfen sie beim Vermeiden von Drama in einer D&D-Gruppe?
-Safety Tools sind Mechanismen, die jedem Gruppenmitglied die Möglichkeit geben, ihre persönlichen 'Lines' (nicht akzeptable Handlungen) und 'Veils' (Referenzen, die nicht ausführlich beschrieben werden sollten) zu kommunizieren, um unangenehme oder unerwünschte Situationen zu vermeiden.
Wie kann man eine regelmäßige Spielplanung für eine D&D-Kampagne sicherstellen?
-Durch das Festlegen eines festen Zeitplans für die Kampagne während einer 'Session Zero', bei der alle verfügbaren Zeiten der Spieler erfasst und ein gemeinsamer Spielzeitpunkt bestimmt wird, an dem keine Änderungen vorgenommen werden.
Was ist der Grundgedanke hinter dem 'Feedback' in Bezug auf die Verbesserung von D&D-Spielen?
-Der Grundgedanke hinter dem Feedback ist, dass es ein wichtiger Bestandteil des Lernprozesses ist und dass sowohl Spielleiter als auch Spieler konstruktives Feedback annehmen und umsetzen müssen, um ihre Fähigkeiten zu verbessern und ein besseres Spielerlebnis zu bieten.
Outlines
🎲 Start einer DND-Kampagne
Der Abschnitt beschreibt die Herausforderungen, die ein Dungeon Master (DM) bei der Vorbereitung und Durchführung einer Dungeons & Dragons (DND) Kampagne bewältigen muss. Es werden die sozialen Aspekte hervorgehoben, die oft vernachlässigt werden, und die Bedeutung von emotionaler Reife und sozialen Fähigkeiten für den Erfolg einer Kampagne. Der Sprecher, Antonio Deo, kündigt an, in diesem Video weniger bekannte Tipps zu teilen, die den Fokus auf die sozialen Aspekte legen, die für den Erfolg einer Kampagne entscheidend sind.
🤝 Einstellung von Erwartungen
Dieser Abschnitt konzentriert sich auf die Wichtigkeit, klare Erwartungen für die Kampagne zu setzen und diese den Spielern zu kommunizieren. Es wird betont, dass sowohl die Art der Kampagne (z.B. rollenspiel- oder kampforientiert) als auch die Hintergrundgeschichte und die Spielweise genau definiert werden sollten. Es wird auch erwähnt, dass die Spielweise der Kampagne (linear, nichtlinear, Sandbox) eine entscheidende Rolle dabei spielt, ob die Spieler die Kampagne mögen und erfolgreich durchführen können.
🧑🤝🧑 Auswahl der Spieler
Hier wird die Aussage getroffen, dass nicht alle Freunde automatisch auch DND-Freunde sind. Es wird betont, dass es wichtig ist, die richtigen Spieler für die Kampagne auszuwählen, die die von DM und Spielern gewünschten Erfahrungen und Spielstile teilen. Es werden auch Strategien diskutiert, wie man mit verschiedenen Spielerpräferenzen umgeht, etwa durch das Durchführen kürzerer Kampagnen oder das Abhalten von Einzelspielern, um verschiedene Spielergruppen zufriedenzustellen.
🕵️♂️ Erleichterung der Vorbereitung
In diesem Teil des Skripts wird der Fokus auf die Bedeutung der Erleichterung der Vorbereitungsarbeit für den DM gelegt. Es wird empfohlen, nicht jedes Detail selbst zu erschaffen, sondern stattdessen vorhandene Ressourcen zu nutzen, um Burnout zu vermeiden und die Langzeitnachhaltigkeit der Kampagne zu gewährleisten. Es werden auch Beispiele für übermäßige Vorbereitung gegeben, die zu Erschöpfung führen können.
🤝 Vermeidung von Konflikten
Der Abschnitt behandelt das Problem des Aufkommens von Konflikten oder 'Drama' innerhalb einer DND-Gruppe und wie man dies verhindern kann. Es wird betont, dass klare Kommunikation und die Festlegung von 'Lines and Veils' (Grenzen und Verhüllungen) helfen, unerwünschte soziale Konflikte zu vermeiden. Es wird auch darauf hingewiesen, dass trotz aller Vorsicht Drama auftreten kann und es wichtig ist, darauf zu reagieren.
📅 Planung von Spielsitzungen
Dieser Abschnitt beschäftigt sich mit der Herausforderung der Planung von Spielsitzungen für eine DND-Kampagne. Der Sprecher teilt seine Erfahrungen und empfiehlt, eine feste Spielzeit für die Dauer der gesamten Kampagne zu vereinbaren, anstatt ständig nach den Verfügbarkeiten der Spieler zu justieren. Es wird betont, dass eine feste Zeit die Regelmäßigkeit und den Fortbestand der Kampagne erhöht.
🗣️ Wichtigkeit von Feedback
Der letzte Abschnitt legt den Fokus auf die Bedeutung von Feedback für die Verbesserung der Fähigkeiten des DM und der Spieler. Es wird erläutert, wie man konstruktives Feedback sinnvoll einholt und verarbeitet, um die Kampagne zu verbessern. Es werden auch Tipps gegeben, wie man mit negativem Feedback umgeht und wie man es als Möglichkeit zur Selbstverbesserung nutzt.
Mindmap
Keywords
💡World Building
💡D&D-Kampagne
💡Erwartungen setzen
💡Spieler auswählen
💡Spielercharaktere
💡Soziale Fähigkeiten
💡Drama vermeiden
💡Sicherheitswerkzeuge
💡Burnout
💡Terminplanung
Highlights
World building, plot development, player character vetting, and other tasks are crucial for a successful DND campaign.
Campaigns can fail due to drama, irregular attendance, and lack of social skills among players.
The importance of recognizing DND as a social activity requiring emotional maturity and good social skills.
Antonio Deo introduces 'Pointy Hat' and aims to provide rare advice for DND campaigns.
A new Kickstarter for 'Monsters of Drenim' offers a comprehensive resource for DND Dungeon Masters.
The 'Monsters of Drenim' includes over 150 new creatures and innovative game mechanics.
Advice on not over-preparing to avoid burnout and keep the campaign sustainable.
Setting clear expectations for the campaign's style and frequency of events is essential.
Choosing the right players who align with the campaign's goals is crucial for success.
Smaller groups or shorter campaigns can help manage player preferences and availability.
Honesty with players about campaign fit and preferences prevents dissatisfaction.
The importance of avoiding drama by setting social safeguards and respecting player boundaries.
Scheduling consistency is key to a successful campaign and requires commitment from all players.
Feedback is vital for improvement, and players should be open to receiving and giving constructive criticism.
Suggestions on how to ask for and implement feedback to improve gameplay.
The necessity to not take feedback personally and to view it as a tool for self-improvement.
Transcripts
after countless hours World building
coming up with a plot vetting your
players characters Gathering battle maps
making minis checking stat blocks and
like 5,000 other tasks you are finally
playing your DND D campaign and then it
dies drama happens people don't show up
to the game you start taking longer and
longer breaks and before you know it
that campaign is dead in the water what
do well I'm Antonio Deo this is pointy
hat and we're about to make sure this
never happens on this episode of tip of
the
hat there's approximately
700,000 videos that go seven tips your
mom didn't tell you about when playing D
and D so why make another one well I
think that the advice here is not to toe
my own toe kind of rare in these D and D
streets I'm not going to focus on stuff
like I don't know the best level to play
campaigns at or if potions should or
shouldn't be a bonus action I'll leave
those questions to the philosophers I
want to concentrate on stuff that is
seldom given shine to so that people get
some actual value out of this video I
think many people are not aware of what
an insane social tight RPP a D and D
campaign truly is and I think a lot of D
and advice out there doesn't focus on
this which is wild to me because in my
experience these are the reasons why
campaigns fail yes it's hard to get it
all together at the same time at the
same place consistently but it's also a
deeply personal activity that requires a
lot of emotional maturity and the bane
of all nerd spaces social skills it's
five people sometimes more all needing
to Jael and work together while they
perform as sometimes downright
emotionally taxing extended improv
exercise where people tend to put a lot
of their personal hangups into it's it's
basically the social equivalent of a
mindfield wait this reads like I'm
discouraging you from playing a campaign
and that's not my goal my point is is
that it can be done very much so I've
DMD and played in multiple year-long
campaigns that were happening every
single week and that ended but I think
you're setting yourself up for failure
if you don't do the ground workor so put
on your hard hat don't look too hard at
all the OSHA violations and come with me
as we make sure your D and campaign
doesn't combust into flames before any
DM tries to run anything though they're
going to need one thing and that is
monsters conjurers the world over have
tried to summon monsters from every
plane of existence and although any
second raid megas can send for a quasit
it takes a true Arch conjurer to call
forth the good stuff or at least the
arch conjurer's writings a summoning
grimoire that can invite any Beast fiend
or Beyond from the finds of the
Multiverse but where would one acquire
such an artifact well there's a
Kickstarter for it about to go live the
monsters of drenim from their dungeon
dudes and ghostfire yes those guys they
were my buddies we hang out at Denon
Monsters of drenim is a 300 plus page
massive Tob filled to the brim with
Incredible creatures 150 plus of them in
fact but not only that it also comes
with ready to run lir encounters and
completely brand new mechanics like the
new deadly condition to bring a new
level of strategy to the game and
extremely excited about this crafting
and harvesting mechanics Minecraft hours
Monster Hunter hours well let's talk
about the stars of this the monsters
they go from cr1 to cr30 for those of
you that are into putting your players
through it and look at these guys look
at this one look at this cool
bloodbending witch look at this fun guy
look at this oh maybe don't look at that
one too much I'm scared and there are
many many more the kickstarter is about
to launch which means you can join the
VIP Discord right now and get a
completely free set of resin moner dies
when you pledge and a bunch of exclusive
behind the scenes content right before
the campaign and you know this campaign
is going to go off because the dudes
have had like two widely successful
kickstarters before so if all of this
sounds well and good go ahead and check
all this out in the very first link in
the
description and now that we got
ourselves some monsters let's get back
into actually running this thing yes
this is kind of meant for DMS but also
for players I resent this implication
that DM has to come up to the table with
basically everything figured out if
you're a player you can very much point
to your DM in the direction of tools
like this to help them out so this is
very much useful to you because you're
the one playing in this you want it to
go well so listen up because this will
all be on the test too little boy also
this guide is not going to touch on
stuff like the World building or
narrative side of things I've made a
whole video on that before this video is
going to touch on the social aspect of
campaign the things that nerds tend to
completely forgo when they're planning
to start a campaign and you don't often
see these tips and videos I mean I have
not so listen up in my experience people
will come up with like 70 kinds of magic
radishes and the economics of demon
Valley until the cows come home but will
neglect to ensure that the most
indispensable aspect of playing a
campaign the people that play it are set
up for Success so we're going to do that
today and we're going to do it through a
numbered list because y all love them
for some reason who am I kidding I love
them too let's go number one setting
expectations this step is the first step
because it's crucial in setting everyone
up for Success literally all other steps
rely on this one happening first and
happening well I think there are many
DMS out there that never sit down to
actually think of this at all and then
there are other DMS that have an idea of
their expectations and just never
communicate them I guess those are
relying on the players's mystical
magical power of telepathy to do the
work for them stop relying on that body
I'm just curious how did that work out
last time badly oh wow who would have
thought setting expectations involves
two steps on its own coming up with the
expectations for your campaign and
successfully communicating these
expectations to your players so what do
I mean by expectations well I'm glad you
ask disembodied voice that sets up my
scripts for me is this campaign roleplay
heavy combat heavy you were going to say
a mix of both right I knew it this is a
very bad way to come up with
expectations for you and your players be
specific because roleplay heavy or
combat heavy mean completely different
things to completely different people
dungeon delvers might think a campaign
is roleplay heavy if it evolves B
basically any role playing at all
whereas theater kits might consider a
campaign combat heavy if it has like a
dungeon every 10 sessions to break up
the angsty crying please I'm a St when I
DM I tell my players there will be
plenty of time for role play but I also
aim to have at least one combat
encounter per session not always but I
never go two sessions without combat and
combat will happen way more often when
they enter a dungeon there see I set
specific expectations not just for my
players but also for myself people now
know exactly how often combat will
happen and in what circumstances so is
that it are we done setting
expectations no how deadly is your
campaign is death possible at all if it
is how possible is death will players
have to bring up a backup character with
them at all times is resurrection a
thing how much of a thing is it is it
easy to do or is it hard dealing with
death is a whole thing in and of itself
we'll do a video on it at one point this
game seems like it never runs out of
topics to make videos about but it's
important to set this expectation
because death can make or break a game
and it can make or break a campaign
setting expectations early is basically
obligatory to have your campaign
actually survive survive death I guess
weird phrasing moving on is your
campaign a linear narrative a nonlinear
narrative a Sandbox game this one will
be more or less important to your
players for me this will literally
decide if I want to play in your game at
all I made an entire video on what these
three styles of narratives are and why I
like linear the most I'll link it at the
end of this video but the short answer
here is linear does not mean railroading
a linear Adventure is an adventure where
there is causality between the order of
events X happens then y happens because
X happened and after y happens Z happens
balers Gate 3 is a linear Adventure all
linear Adventures have nonlinear bits to
them the main plot of bers Gate 3 is
very linear don't recite the old magic
at me I was there when it was written
nonlinear Adventure is an adventure
where X Y and Z can happen in any order
breath of the wild is a nonlinear
Adventure as sandbox Adventure is one
where there no predetermined events
there's no X or Y or Z the story
basically happens whenever the players
make a choice to go to a place there's
no overarching plot people are extremely
particular about stuff like this even if
they don't know they are and they don't
know these terms if you ever take a trip
to DND Reddit or I don't know the turbo
hell that is D and D Twitter you'll find
plenty of people saying we played for 10
sessions and never found the plot or it
felt like we were just going through the
plot the DM had laid out for us instead
of Our Own Adventure this is the result
of people coming into a campaign with
their own expectations but if players
have their own preferences how are you
going to make it so that everyone likes
it well disembodied boys again I'm so
glad you asked let's talk about that two
choose your players so I'm going to go
ahead and say something controversial
yet Brave and something that people
don't want to hear but here it goes not
all your friends are D and D
friends have you heard that old wisdom
of not every friend can be a roommate I
believe the exact same thing happens in
D and D you you can appeal to your
players all you want at the end of the
day there are things that you are either
not interested in running and they want
to play or things you very much want to
run but they don't want to play one of
my best friends hates linear and
nonlinear Adventures preferring sandbox
above all I am literally the exact
opposite we don't play together we can't
because what we are looking for in this
game are wildly different experiences
another one of my friends is a dungeon
delving Maniac that loves a dungeon with
a number of floors in the trip full
digits and another one will start to
lose interest if a dungeon is longer
than two sessions those two will just
not be happy playing in the same game
and forcing them to will make it so at
least one of them is unhappy you as a DM
bending over backwards to accommodate
both will result in a campaign that
appeals to them some of the time and a
campaign that they can't stand to play
in for the remainder of the time as
harsh as that is that campaign is either
doomed to fail or doomed to have a
player that resiliently endures a game
they don't like to hang out with friends
either way not great what is the
solution to this choose your players yes
I know D andd is already hard to play
because of how many people you need in
order to play but I assure you having a
game that ends when it's supposed to end
where people are happy to play in is
just better than having a game that
Peters out because half the people there
are miserable during it but there are
very much ways to mitigate this let me
list them oh I'm already the number list
uh number a make smaller groups did you
know that the D andd council is not
allowed to send assassins snipers to
your house if you play a game with less
than five people it's true since 1952
they changed it I have played a campaign
where it was just the DM and two players
and I was one of them so if I didn't
manage to sink it to the ground you can
too plenty of fantastic games can be run
with less than the suggested number of
players just like a game can run with
more than the suggested number of
players I don't know I can think of a
few number B make smaller campaigns this
is something that I'm working on for
myself I don't have tips for this yet
I'm trying my best if you want to play
with your friends but your friends
wanton different games and you want to
run both of the types of games your
friends like important point there you
the DM also need to have fun you can
accomplish this much easier by running
shorter campaigns yes campaigns that
last 4 years are impressive but I happen
to think it's also much easier to run
them running a campaign that is short
I'm talking four sessions six sessions I
find that really really hard to do and
still give the same emotional
significance than a longer campaign has
this is my personal D and D goal for
2024 to run a d andd campaign that caps
out at 6 to8 sessions at most Dimension
20 style my favorite example of this and
the thing I sent to people that are D
andd curious is critical roles exandria
unlimited Calamity Chronicles of the
revelations memories and Knuckles I
think that's Testament to how impactful
and emotionally fulfilling as short
campaign can be which also frees you up
to play more campaigns with different
combinations of players I've run year
plus campaigns for well years and
towards the end I get massive burnout I
am tired
[Music]
I suspect this wouldn't be much of an
issue if this campaigns took me 2 to 4
months to run instead of you know 17 and
finally number c I got to say the
obvious because sometimes it's not that
obvious be honest with your players
saying I really want to run a dungeon
Delvin game and I know you won't enjoy
that so instead of forcing yourself to
join something you won't like I think
it's better if we wait for the next
campaign for you to play and in the
meantime let's make sure we run some one
shot so we get to play together that
will go a long way here contrary to
popular belief I do not believe that bad
D and D is better than no DND D we're
all very busy adults with very busy
lives stop mom I told you to not being
honest and open with the reasons why you
think a player won't be a good fit is
important okay enough of this emotional
maturity stuff back to tips for play
pretend we've set expectations we've
chosen our players now it's time to
three make it easy on yourself it's
important to know that a lot of times
Cains and because of d m's it's kind of
the elephant in the room here for the
entirety of this video we've been
addressing how to manage players so it's
now time for the control freaks at the
table the end burnout is very real
believe me I know and while I've
personally never ended a campaign
because of burnout I've definitely seen
some end because of just that real talk
for a second in my last year plus
campaign I spent the last five or so
sessions actively fighting against
myself because I just didn't want to run
it at all I was very much burnt out the
prep I used to love doing now felt like
this massive chore onire with a
full-time job the 4 to 5 hours of play
that used to fly by were now just a
reminder of just how much time this was
taking away from my already limited free
time see I stopped seeing it as free
time running the game was a job and not
a job I enjoyed actually I pushed
through because I knew we were so close
to the end but it was rough and now I'm
still recovering from it I'm about to
play in a campaign but I don't know when
I'll be back to running not long know
what I mean whenever an idea pops out
from The Tall Grass it be a matter of
minutes before I start prepping again
and yes a Sher campaign would have
definitely helped but you know what else
would have helped not doing the literal
most every single time for every single
session everyone does the most
differently but if you're a prepper like
me this can be very much an issue once
again I actively enjoy prepping but a
campaign is a marathon and once you've
run a marathon for more than a year you
might get just like a tsy bit tired in
this last campaign I decided that every
important NPC was going to have a fully
drawn fully colored illustration for
absolutely no reason I also made every
single Monster they fought custom like
nothing from a book I added like five
different unique rule sets from potion
creation to a companion system all
combat had its own unique battle map and
these were all battle maps done by me
now you might look at that and say well
of course you burn out that's crazy but
here's the thing in my many many talks
with many DMs I found out that spefic
specifically DMS that enjoy prep like I
do all have versions of these tasks that
yes can be very cool and add a lot to
your campaign but can also be extremely
tiring maybe not all boss monsters need
custom art maybe you can take some
existing monsters from the books you buy
instead of constantly making your own
maybe it's a good idea to just look for
maps online or Draw them on grid paper
maybe not every MPC needs a specific
song to play when they arrive maybe not
every enemy needs a mini maybe you don't
need terrain pieces for every combat yes
all of these might seem doable now but
will they still be doable 5 months in 8
months in 12 months in it's time to take
a step back especially if your instinct
is I want to blow my players away with
spectacle and look at what's feasible in
the long run for your own sanity okay so
you've set expectations with you and
your players you've chosen those players
and you have made sure to make things
doable for yourself in the long run it's
now time to tackle one of the two Final
Bosses of D and D four avoid drama avoid
it easy okay we're done with that please
like comment and subscribe leave at
least a 45% tip or whatever Americans
have decided is the acceptable amount
instead of paying their waiters and okay
fine I'll do the thing drama is as many
wise philosophers have pointed out he's
a killer in this industry drama ends
campaigns I have been in one that ended
like that it was not fun and while the
reasons why drama happens or doesn't are
as varied as the drama itself and I
hardly encourage you to share them in
the comments because I'm messy and nosy
and and I want people to learn of course
but also I want to know the one through
line that connects all possible drama
sources at the table is that the reasons
behind it are always social in nature
drama is a social conflict now it's
important to say that stuff like setting
expectations for your campaign and
ensuring that the players that will
enjoy this game are the ones playing it
will actually do a lot to avoid drama in
general but it's also important to say
that you can do all of this and still
have drama happen what we can do to
minimize the chance of drama arising in
a d andd group is to put social
safeguards up since as we have
established drama is just a catchy messy
word for a social problem that's right
people in my comments that get mad at
pronouns or whatever yall get mad at
these days I'm going to talk about
safety tools safety tools are good to
avoid drama if everyone in the group
shares things that they are not cool
with at all and things that they are
okay with them being referred to but not
described at length this automatically
eliminates a ton of sources of drama
this is commonly referred to as liines
and veils lines being things that you're
not cool with them happening and veils
being things that you're cool with them
being referenced but not described at
length or otherwise giving the spotlight
as an example I always put oh God you
know I'm not doing good with YouTube
right now let's call it unclothe
wrestling competitions as a veil for me
I'm very much cool with the DM going and
then you do that and that's it I would
rather eat a bowl of thumbtacks that
have my friends I can't even say it the
image of it is so cringey to me I would
rather die than have my friends sit
there describing it to me describe it no
I guess I shouldn't yuck someone's yum
but God would I not be okay with that no
thank you if there was no space to
clearly stay that anywhere a player
could very much innocently cross that
and they wouldn't be in the wrong for
doing so per se because I never said I
wasn't cool with that but it would for
sure make me like uncomfortable can you
see how stuff like this leads to drama
honestly having people ride down their
lines and veils takes too minutes tops
and is a net positive all around the
only people that get mad at this are the
ones that still think attack helicopter
is like remotely funny 2024 current year
but if taking this step that takes no
time and saves you a headache and the
potential death of your campaign is to
soyed or whatever for you go off King
stay triggered or whatever okay now that
we've tackled the drama thing let's move
on to the real final boss of D and D
campaigns five the scheduling monster
I'm not sure you've noticed by The
Impossible number of unfunny scheduling
memes floating around but scheduling
seems to be a problem for D andd players
hard to believe that angling together a
group of five people with jobs and or
school to play at once sometimes in the
same space for something along the lines
of 5 hours is hard who would have th not
me now there's surprisingly little
advice on how to schedule and what I'm
about to suggest is apparently not
common advice but here's what has worked
for me my credentials are I've dm'd many
very very long campaigns with all
players that were all working adults
with busy lives and fdm them to
completion but no no no no not like that
stop stop it my
veil okay here's a piece of advice be a
hard ass I know right off the wheels of
kindness and understanding and
communication this seems like a weird
piece of advice to give I straight up
don't think that week to week scheduling
as in scheduling the next session at a
different time each week depending on
the availability of people works
straight up I don't think that's
conducive to actually playing regularly
what I do when I start a campaign is
during session zero we all fill out a
sheet with our available times we look
at where it does intersect and that will
be D and D time for every single week no
changes then I tell my players I take
this pretend dragon game very seriously
and I put a lot of work in it so if
they're not ready to schedule around
this game they're not welcome to play
yes it sounds harsh but I don't know man
my campaigns have never had scheduling
issues like ever I ask my players to
make D and D a priority in the week just
like I make going to the gym a priority
and many people make things like walking
their dog or their War coffee run at
priority in my last Campaign which we
played weekly in we took two breaks one
two week break for Christmas and one
week break for convention stuff none of
the players were absent for more than
two sessions in total outside of those
breaks we played for close to 18 months
weekly out of five people we played
across five different time zones we had
people waking up at 8:00 a.m. on a
Saturday to play D and D that's what
making a commitment is of course if a
major life event happens like changes in
jobs leading to changes of schedule it's
time to work out a new schedule for DND
once again this is what works for me you
can think this is mean or whatever I
think it's commitment to a timec
consuming hobby we all love and my
players agree if being extremely lenient
with people being late or not showing up
at all didn't work if changing the time
you play D and D weekly at the whims of
schedules of five people didn't work
maybe consider this and please don't go
mad with power with this weirdo and
speaking of going mad with power number
six feedback okay so this one is extra
spicy see I went to a little hell space
called
arts and in this health space I have
received a lot of a little type of
torture called
feedback this actually was really really
good for me because feedback means
nothing to me anymore if I feel like
it's constructive I take it if I feel
like it isn't I ignore it if I feel like
it can help me make whatever I'm working
on better I apply it and if not I don't
having your peers and your teachers tell
you exactly what they think of artwork
you poured Blood Sweat and Tears into
receiving that feedback every single day
having that work graded having those
grades decide if you pass the final year
exam where 80% of students fail and are
required to take the first year again
that will make you not internalize
feedback really fast fortunately most
people don't go to our school and thank
God for that but unfortunately this
means most people are not good at all at
receiving feedback and I regret to
inform you that the only way I know to
get better at receiving feedback is
receiving feedback but if you're scared
of it and let's be honest most people
are you're going to try to avoid
receiving it at all costs I'm here to
tell you this you can watch every single
one of my videos you can watch every
possible video on D and D on YouTube you
can spend hours on Reddit reading horror
stories and on funny memes and you will
not be better at playing or running this
game unless you do it critically you
will learn from experience of course but
you will learn much faster if you
receive feedback while you do this the
key to receiving feedback is not to take
it personally which is easier said than
done a lot of people talk about how they
like constructive criticism and in my
experience this is not true most people
don't like constructive criticism most
people don't like criticism period
because they see it as a personal attack
a value judgment a critique against
themselves and not whatever is being
critiqued because they feel whatever is
being critiqued is personal to them so
they take it personally so someone
criticizing it feels personal how to get
over this exposure therapy baby get that
feedback but how well if you're the DM
you are in an advantageous position here
I have The High Ground you already do a
ton more work than your players so it's
time to ask them for some work back at
the end of a session message your
players not during the session I repeat
not during the session after you're done
message them and ask them for their
thoughts and feelings be specific but
don't ask too many questions and insist
on getting these answers be annoying
remind them a day before the next game
they hav't been giving you their answers
back if you have to spend time picking
music making stat blocks choosing Maps
painting minis of whichever task of the
1,000 other tasks that can be involved
in dming they can do this one thing for
you but what if you're a player well you
got to ask nicely I would actually not
bother your DM maybe just run this by
them and if they can fit it in their
schedule they'll do it but don't harp on
it instead turn to other players they're
just not as busy as you are with d and d
prep tell them it's important for you
that you want to get better and ask them
short and few questions now is negative
critique going to hurt yeah it will and
you need to sit with those feelings let
them pass and with time they will hurt a
little bit less every day until you just
hear them for what they are suggestions
and opinions that you should most likely
listen to since you are most likely
playing with people that love you and
want you to be better at what you
yourself want to be better all this
self-improvement thing is very nice and
all but it's easier said than done what
questions are you even asking when
looking to receive feedback I keep
saying you should ask for short
questions and you should ask few
questions so what are they well guess
what I ask them for you in the
description of this very video you're
watching you will find a set of feedback
questions very simple ones that you can
send to your friends after a session if
you want to improve they are separated
in two categories if you're a DM and if
you're a player look everyone homework
isn't that fun but what if homework is
somehow unthinkably not fun for you well
what about a silly goofy monster have
this video on mimics it has a brand new
alternative to mimics and if
self-improvement is what you're after
here's a whole video on tips for the
narrative side of D and D have fun with
your homework children it will be
graded
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