What No One Tells You About DMing D&D

Pointy Hat
22 Mar 202425:38

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

00:00

🎲 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.

05:00

🤝 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.

10:03

🧑‍🤝‍🧑 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.

15:03

🕵️‍♂️ 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.

20:04

🤝 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.

25:05

📅 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

World Building bezeichnet den Prozess der Schaffung einer fiktiven Welt, die detailliert und glaubwürdig ist. In diesem Video wird die Bedeutung der World Building für die Vorbereitung einer D&D-Kampagne hervorgehoben, da eine gut konstruierte Welt die Grundlage für die Handlung und die Spielerinteraktion bildet.

💡D&D-Kampagne

Eine D&D-Kampagne ist eine fortlaufende Rollenspielgeschichte, die über mehrere Spielsitzungen hinweg gespielt wird. Das Video thematisiert die Herausforderungen, eine D&D-Kampagne erfolgreich zu starten und zu erhalten, einschließlich der Notwendigkeit, Erwartungen zu setzen und Konflikte zu vermeiden.

💡Erwartungen setzen

Erwartungen setzen bezieht sich auf das Klären und Kommunizieren von Vorstellungen und Regeln zu Beginn einer Kampagne. Das Video betont, wie wichtig es ist, die Erwartungen klar zu definieren, damit alle Spieler dieselbe Vorstellung davon haben, was sie im Spiel erleben werden, und um Missverständnisse zu vermeiden.

💡Spieler auswählen

Die Auswahl der richtigen Spieler ist entscheidend für den Erfolg einer D&D-Kampagne. Das Video argumentiert, dass nicht alle Freunde auch geeignete D&D-Partner sind und dass es wichtig ist, Spieler zu wählen, die ähnliche Erwartungen und Spielstile haben, um Konflikte zu minimieren.

💡Spielercharaktere

Spielercharaktere sind die vom Spieler geschaffenen Figuren, die in der Kampagne agieren. Das Video erwähnt die Wichtigkeit, diese Charaktere gründlich zu überprüfen, um sicherzustellen, dass sie zur Handlung passen und keine übermäßigen Probleme verursachen.

💡Soziale Fähigkeiten

Soziale Fähigkeiten sind entscheidend für das erfolgreiche Durchführen einer D&D-Kampagne, da das Spiel stark auf Zusammenarbeit und Kommunikation beruht. Das Video hebt hervor, dass mangelnde soziale Fähigkeiten oft zu den Hauptgründen gehören, warum Kampagnen scheitern.

💡Drama vermeiden

Drama vermeiden bedeutet, Konflikte und Spannungen innerhalb der Spielergruppe zu verhindern. Das Video diskutiert verschiedene Strategien, um Drama zu vermeiden, wie z.B. klare Kommunikation, das Setzen von Grenzen und die Verwendung von Sicherheitswerkzeugen.

💡Sicherheitswerkzeuge

Sicherheitswerkzeuge sind Methoden, um sicherzustellen, dass sich alle Spieler während des Spiels wohl und sicher fühlen. Das Video schlägt vor, Linien und Schleier zu definieren, um Themen zu identifizieren, die Spieler vermeiden möchten, und so potenzielles Drama zu verhindern.

💡Burnout

Burnout bezeichnet den Zustand der Erschöpfung und Frustration, der durch anhaltende Überlastung entsteht. Im Kontext des Videos bezieht sich Burnout auf die Gefahr, dass DMs aufgrund übermäßiger Vorbereitung und Druck aufgeben. Es wird empfohlen, die Vorbereitungen zu rationalisieren, um Burnout zu vermeiden.

💡Terminplanung

Terminplanung ist die Organisation und Festlegung regelmäßiger Spielzeiten für die Kampagne. Das Video schlägt vor, feste wöchentliche Spielzeiten festzulegen und die Spieler zu verpflichten, diese Zeiten zu priorisieren, um die Kontinuität der Kampagne zu gewährleisten.

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

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after countless hours World building

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coming up with a plot vetting your

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players characters Gathering battle maps

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making minis checking stat blocks and

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like 5,000 other tasks you are finally

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playing your DND D campaign and then it

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dies drama happens people don't show up

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to the game you start taking longer and

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longer breaks and before you know it

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that campaign is dead in the water what

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do well I'm Antonio Deo this is pointy

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hat and we're about to make sure this

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never happens on this episode of tip of

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the

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hat there's approximately

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700,000 videos that go seven tips your

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mom didn't tell you about when playing D

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and D so why make another one well I

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think that the advice here is not to toe

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my own toe kind of rare in these D and D

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streets I'm not going to focus on stuff

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like I don't know the best level to play

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campaigns at or if potions should or

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shouldn't be a bonus action I'll leave

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those questions to the philosophers I

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want to concentrate on stuff that is

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seldom given shine to so that people get

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some actual value out of this video I

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think many people are not aware of what

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an insane social tight RPP a D and D

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campaign truly is and I think a lot of D

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and advice out there doesn't focus on

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this which is wild to me because in my

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experience these are the reasons why

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campaigns fail yes it's hard to get it

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all together at the same time at the

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same place consistently but it's also a

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deeply personal activity that requires a

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lot of emotional maturity and the bane

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of all nerd spaces social skills it's

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five people sometimes more all needing

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to Jael and work together while they

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perform as sometimes downright

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emotionally taxing extended improv

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exercise where people tend to put a lot

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of their personal hangups into it's it's

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basically the social equivalent of a

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mindfield wait this reads like I'm

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discouraging you from playing a campaign

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and that's not my goal my point is is

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that it can be done very much so I've

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DMD and played in multiple year-long

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campaigns that were happening every

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single week and that ended but I think

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you're setting yourself up for failure

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if you don't do the ground workor so put

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on your hard hat don't look too hard at

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all the OSHA violations and come with me

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as we make sure your D and campaign

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doesn't combust into flames before any

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DM tries to run anything though they're

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going to need one thing and that is

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monsters conjurers the world over have

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tried to summon monsters from every

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plane of existence and although any

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second raid megas can send for a quasit

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it takes a true Arch conjurer to call

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forth the good stuff or at least the

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arch conjurer's writings a summoning

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grimoire that can invite any Beast fiend

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or Beyond from the finds of the

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Multiverse but where would one acquire

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such an artifact well there's a

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Kickstarter for it about to go live the

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monsters of drenim from their dungeon

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dudes and ghostfire yes those guys they

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were my buddies we hang out at Denon

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Monsters of drenim is a 300 plus page

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massive Tob filled to the brim with

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Incredible creatures 150 plus of them in

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fact but not only that it also comes

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with ready to run lir encounters and

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completely brand new mechanics like the

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new deadly condition to bring a new

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level of strategy to the game and

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extremely excited about this crafting

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and harvesting mechanics Minecraft hours

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Monster Hunter hours well let's talk

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about the stars of this the monsters

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they go from cr1 to cr30 for those of

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you that are into putting your players

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through it and look at these guys look

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at this one look at this cool

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bloodbending witch look at this fun guy

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look at this oh maybe don't look at that

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one too much I'm scared and there are

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many many more the kickstarter is about

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to launch which means you can join the

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VIP Discord right now and get a

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completely free set of resin moner dies

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when you pledge and a bunch of exclusive

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behind the scenes content right before

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the campaign and you know this campaign

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is going to go off because the dudes

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have had like two widely successful

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kickstarters before so if all of this

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sounds well and good go ahead and check

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all this out in the very first link in

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the

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description and now that we got

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ourselves some monsters let's get back

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into actually running this thing yes

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this is kind of meant for DMS but also

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for players I resent this implication

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that DM has to come up to the table with

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basically everything figured out if

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you're a player you can very much point

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to your DM in the direction of tools

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like this to help them out so this is

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very much useful to you because you're

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the one playing in this you want it to

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go well so listen up because this will

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all be on the test too little boy also

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this guide is not going to touch on

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stuff like the World building or

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narrative side of things I've made a

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whole video on that before this video is

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going to touch on the social aspect of

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campaign the things that nerds tend to

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completely forgo when they're planning

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to start a campaign and you don't often

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see these tips and videos I mean I have

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not so listen up in my experience people

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will come up with like 70 kinds of magic

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radishes and the economics of demon

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Valley until the cows come home but will

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neglect to ensure that the most

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indispensable aspect of playing a

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campaign the people that play it are set

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up for Success so we're going to do that

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today and we're going to do it through a

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numbered list because y all love them

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for some reason who am I kidding I love

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them too let's go number one setting

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expectations this step is the first step

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because it's crucial in setting everyone

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up for Success literally all other steps

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rely on this one happening first and

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happening well I think there are many

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DMS out there that never sit down to

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actually think of this at all and then

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there are other DMS that have an idea of

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their expectations and just never

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communicate them I guess those are

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relying on the players's mystical

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magical power of telepathy to do the

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work for them stop relying on that body

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I'm just curious how did that work out

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last time badly oh wow who would have

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thought setting expectations involves

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two steps on its own coming up with the

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expectations for your campaign and

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successfully communicating these

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expectations to your players so what do

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I mean by expectations well I'm glad you

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ask disembodied voice that sets up my

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scripts for me is this campaign roleplay

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heavy combat heavy you were going to say

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a mix of both right I knew it this is a

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very bad way to come up with

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expectations for you and your players be

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specific because roleplay heavy or

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combat heavy mean completely different

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things to completely different people

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dungeon delvers might think a campaign

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is roleplay heavy if it evolves B

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basically any role playing at all

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whereas theater kits might consider a

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campaign combat heavy if it has like a

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dungeon every 10 sessions to break up

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the angsty crying please I'm a St when I

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DM I tell my players there will be

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plenty of time for role play but I also

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aim to have at least one combat

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encounter per session not always but I

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never go two sessions without combat and

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combat will happen way more often when

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they enter a dungeon there see I set

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specific expectations not just for my

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players but also for myself people now

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know exactly how often combat will

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happen and in what circumstances so is

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that it are we done setting

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expectations no how deadly is your

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campaign is death possible at all if it

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is how possible is death will players

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have to bring up a backup character with

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them at all times is resurrection a

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thing how much of a thing is it is it

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easy to do or is it hard dealing with

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death is a whole thing in and of itself

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we'll do a video on it at one point this

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game seems like it never runs out of

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topics to make videos about but it's

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important to set this expectation

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because death can make or break a game

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and it can make or break a campaign

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setting expectations early is basically

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obligatory to have your campaign

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actually survive survive death I guess

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weird phrasing moving on is your

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campaign a linear narrative a nonlinear

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narrative a Sandbox game this one will

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be more or less important to your

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players for me this will literally

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decide if I want to play in your game at

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all I made an entire video on what these

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three styles of narratives are and why I

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like linear the most I'll link it at the

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end of this video but the short answer

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here is linear does not mean railroading

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a linear Adventure is an adventure where

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there is causality between the order of

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events X happens then y happens because

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X happened and after y happens Z happens

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balers Gate 3 is a linear Adventure all

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linear Adventures have nonlinear bits to

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them the main plot of bers Gate 3 is

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very linear don't recite the old magic

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at me I was there when it was written

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nonlinear Adventure is an adventure

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where X Y and Z can happen in any order

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breath of the wild is a nonlinear

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Adventure as sandbox Adventure is one

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where there no predetermined events

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there's no X or Y or Z the story

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basically happens whenever the players

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make a choice to go to a place there's

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no overarching plot people are extremely

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particular about stuff like this even if

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they don't know they are and they don't

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know these terms if you ever take a trip

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to DND Reddit or I don't know the turbo

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hell that is D and D Twitter you'll find

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plenty of people saying we played for 10

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sessions and never found the plot or it

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felt like we were just going through the

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plot the DM had laid out for us instead

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of Our Own Adventure this is the result

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of people coming into a campaign with

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their own expectations but if players

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have their own preferences how are you

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going to make it so that everyone likes

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it well disembodied boys again I'm so

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glad you asked let's talk about that two

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choose your players so I'm going to go

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ahead and say something controversial

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yet Brave and something that people

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don't want to hear but here it goes not

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all your friends are D and D

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friends have you heard that old wisdom

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of not every friend can be a roommate I

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believe the exact same thing happens in

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D and D you you can appeal to your

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players all you want at the end of the

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day there are things that you are either

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not interested in running and they want

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to play or things you very much want to

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run but they don't want to play one of

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my best friends hates linear and

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nonlinear Adventures preferring sandbox

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above all I am literally the exact

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opposite we don't play together we can't

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because what we are looking for in this

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game are wildly different experiences

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another one of my friends is a dungeon

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delving Maniac that loves a dungeon with

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a number of floors in the trip full

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digits and another one will start to

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lose interest if a dungeon is longer

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than two sessions those two will just

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not be happy playing in the same game

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and forcing them to will make it so at

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least one of them is unhappy you as a DM

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bending over backwards to accommodate

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both will result in a campaign that

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appeals to them some of the time and a

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campaign that they can't stand to play

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in for the remainder of the time as

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harsh as that is that campaign is either

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doomed to fail or doomed to have a

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player that resiliently endures a game

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they don't like to hang out with friends

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either way not great what is the

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solution to this choose your players yes

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I know D andd is already hard to play

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because of how many people you need in

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order to play but I assure you having a

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game that ends when it's supposed to end

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where people are happy to play in is

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just better than having a game that

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Peters out because half the people there

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are miserable during it but there are

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very much ways to mitigate this let me

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list them oh I'm already the number list

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uh number a make smaller groups did you

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know that the D andd council is not

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allowed to send assassins snipers to

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your house if you play a game with less

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than five people it's true since 1952

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they changed it I have played a campaign

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where it was just the DM and two players

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and I was one of them so if I didn't

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manage to sink it to the ground you can

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too plenty of fantastic games can be run

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with less than the suggested number of

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players just like a game can run with

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more than the suggested number of

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players I don't know I can think of a

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few number B make smaller campaigns this

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is something that I'm working on for

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myself I don't have tips for this yet

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I'm trying my best if you want to play

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with your friends but your friends

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wanton different games and you want to

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run both of the types of games your

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friends like important point there you

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the DM also need to have fun you can

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accomplish this much easier by running

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shorter campaigns yes campaigns that

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last 4 years are impressive but I happen

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to think it's also much easier to run

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them running a campaign that is short

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I'm talking four sessions six sessions I

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find that really really hard to do and

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still give the same emotional

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significance than a longer campaign has

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this is my personal D and D goal for

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2024 to run a d andd campaign that caps

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out at 6 to8 sessions at most Dimension

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20 style my favorite example of this and

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the thing I sent to people that are D

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andd curious is critical roles exandria

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unlimited Calamity Chronicles of the

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revelations memories and Knuckles I

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think that's Testament to how impactful

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and emotionally fulfilling as short

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campaign can be which also frees you up

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to play more campaigns with different

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combinations of players I've run year

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plus campaigns for well years and

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towards the end I get massive burnout I

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am tired

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[Music]

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I suspect this wouldn't be much of an

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issue if this campaigns took me 2 to 4

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months to run instead of you know 17 and

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finally number c I got to say the

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obvious because sometimes it's not that

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obvious be honest with your players

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saying I really want to run a dungeon

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Delvin game and I know you won't enjoy

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that so instead of forcing yourself to

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join something you won't like I think

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it's better if we wait for the next

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campaign for you to play and in the

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meantime let's make sure we run some one

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shot so we get to play together that

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will go a long way here contrary to

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popular belief I do not believe that bad

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D and D is better than no DND D we're

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all very busy adults with very busy

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lives stop mom I told you to not being

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honest and open with the reasons why you

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think a player won't be a good fit is

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important okay enough of this emotional

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maturity stuff back to tips for play

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pretend we've set expectations we've

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chosen our players now it's time to

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three make it easy on yourself it's

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important to know that a lot of times

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Cains and because of d m's it's kind of

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the elephant in the room here for the

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entirety of this video we've been

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addressing how to manage players so it's

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now time for the control freaks at the

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table the end burnout is very real

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believe me I know and while I've

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personally never ended a campaign

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because of burnout I've definitely seen

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some end because of just that real talk

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for a second in my last year plus

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campaign I spent the last five or so

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sessions actively fighting against

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myself because I just didn't want to run

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it at all I was very much burnt out the

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prep I used to love doing now felt like

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this massive chore onire with a

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full-time job the 4 to 5 hours of play

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that used to fly by were now just a

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reminder of just how much time this was

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taking away from my already limited free

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time see I stopped seeing it as free

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time running the game was a job and not

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a job I enjoyed actually I pushed

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through because I knew we were so close

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to the end but it was rough and now I'm

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still recovering from it I'm about to

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play in a campaign but I don't know when

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I'll be back to running not long know

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what I mean whenever an idea pops out

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from The Tall Grass it be a matter of

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minutes before I start prepping again

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and yes a Sher campaign would have

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definitely helped but you know what else

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would have helped not doing the literal

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most every single time for every single

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session everyone does the most

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differently but if you're a prepper like

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me this can be very much an issue once

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again I actively enjoy prepping but a

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campaign is a marathon and once you've

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run a marathon for more than a year you

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might get just like a tsy bit tired in

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this last campaign I decided that every

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important NPC was going to have a fully

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drawn fully colored illustration for

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absolutely no reason I also made every

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single Monster they fought custom like

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nothing from a book I added like five

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different unique rule sets from potion

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creation to a companion system all

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combat had its own unique battle map and

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these were all battle maps done by me

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now you might look at that and say well

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of course you burn out that's crazy but

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here's the thing in my many many talks

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with many DMs I found out that spefic

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specifically DMS that enjoy prep like I

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do all have versions of these tasks that

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yes can be very cool and add a lot to

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your campaign but can also be extremely

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tiring maybe not all boss monsters need

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custom art maybe you can take some

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existing monsters from the books you buy

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instead of constantly making your own

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maybe it's a good idea to just look for

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maps online or Draw them on grid paper

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maybe not every MPC needs a specific

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song to play when they arrive maybe not

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every enemy needs a mini maybe you don't

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need terrain pieces for every combat yes

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all of these might seem doable now but

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will they still be doable 5 months in 8

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months in 12 months in it's time to take

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a step back especially if your instinct

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is I want to blow my players away with

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spectacle and look at what's feasible in

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the long run for your own sanity okay so

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you've set expectations with you and

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your players you've chosen those players

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and you have made sure to make things

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doable for yourself in the long run it's

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now time to tackle one of the two Final

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Bosses of D and D four avoid drama avoid

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it easy okay we're done with that please

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like comment and subscribe leave at

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least a 45% tip or whatever Americans

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have decided is the acceptable amount

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instead of paying their waiters and okay

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fine I'll do the thing drama is as many

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wise philosophers have pointed out he's

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a killer in this industry drama ends

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campaigns I have been in one that ended

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like that it was not fun and while the

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reasons why drama happens or doesn't are

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as varied as the drama itself and I

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hardly encourage you to share them in

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the comments because I'm messy and nosy

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and and I want people to learn of course

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but also I want to know the one through

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line that connects all possible drama

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sources at the table is that the reasons

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behind it are always social in nature

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drama is a social conflict now it's

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important to say that stuff like setting

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expectations for your campaign and

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ensuring that the players that will

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enjoy this game are the ones playing it

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will actually do a lot to avoid drama in

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general but it's also important to say

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that you can do all of this and still

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have drama happen what we can do to

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minimize the chance of drama arising in

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a d andd group is to put social

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safeguards up since as we have

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established drama is just a catchy messy

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word for a social problem that's right

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people in my comments that get mad at

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pronouns or whatever yall get mad at

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these days I'm going to talk about

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safety tools safety tools are good to

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avoid drama if everyone in the group

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shares things that they are not cool

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with at all and things that they are

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okay with them being referred to but not

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described at length this automatically

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eliminates a ton of sources of drama

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this is commonly referred to as liines

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and veils lines being things that you're

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not cool with them happening and veils

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being things that you're cool with them

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being referenced but not described at

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length or otherwise giving the spotlight

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as an example I always put oh God you

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know I'm not doing good with YouTube

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right now let's call it unclothe

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wrestling competitions as a veil for me

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I'm very much cool with the DM going and

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then you do that and that's it I would

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rather eat a bowl of thumbtacks that

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have my friends I can't even say it the

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image of it is so cringey to me I would

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rather die than have my friends sit

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there describing it to me describe it no

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I guess I shouldn't yuck someone's yum

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but God would I not be okay with that no

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thank you if there was no space to

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clearly stay that anywhere a player

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could very much innocently cross that

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and they wouldn't be in the wrong for

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doing so per se because I never said I

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wasn't cool with that but it would for

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sure make me like uncomfortable can you

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see how stuff like this leads to drama

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honestly having people ride down their

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lines and veils takes too minutes tops

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and is a net positive all around the

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only people that get mad at this are the

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ones that still think attack helicopter

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is like remotely funny 2024 current year

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but if taking this step that takes no

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time and saves you a headache and the

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potential death of your campaign is to

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soyed or whatever for you go off King

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stay triggered or whatever okay now that

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we've tackled the drama thing let's move

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on to the real final boss of D and D

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campaigns five the scheduling monster

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I'm not sure you've noticed by The

play18:52

Impossible number of unfunny scheduling

play18:54

memes floating around but scheduling

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seems to be a problem for D andd players

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hard to believe that angling together a

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group of five people with jobs and or

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school to play at once sometimes in the

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same space for something along the lines

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of 5 hours is hard who would have th not

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me now there's surprisingly little

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advice on how to schedule and what I'm

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about to suggest is apparently not

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common advice but here's what has worked

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for me my credentials are I've dm'd many

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very very long campaigns with all

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players that were all working adults

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with busy lives and fdm them to

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completion but no no no no not like that

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stop stop it my

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veil okay here's a piece of advice be a

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hard ass I know right off the wheels of

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kindness and understanding and

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communication this seems like a weird

play19:39

piece of advice to give I straight up

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don't think that week to week scheduling

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as in scheduling the next session at a

play19:45

different time each week depending on

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the availability of people works

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straight up I don't think that's

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conducive to actually playing regularly

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what I do when I start a campaign is

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during session zero we all fill out a

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sheet with our available times we look

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at where it does intersect and that will

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be D and D time for every single week no

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changes then I tell my players I take

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this pretend dragon game very seriously

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and I put a lot of work in it so if

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they're not ready to schedule around

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this game they're not welcome to play

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yes it sounds harsh but I don't know man

play20:18

my campaigns have never had scheduling

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issues like ever I ask my players to

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make D and D a priority in the week just

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like I make going to the gym a priority

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and many people make things like walking

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their dog or their War coffee run at

play20:31

priority in my last Campaign which we

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played weekly in we took two breaks one

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two week break for Christmas and one

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week break for convention stuff none of

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the players were absent for more than

play20:42

two sessions in total outside of those

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breaks we played for close to 18 months

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weekly out of five people we played

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across five different time zones we had

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people waking up at 8:00 a.m. on a

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Saturday to play D and D that's what

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making a commitment is of course if a

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major life event happens like changes in

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jobs leading to changes of schedule it's

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time to work out a new schedule for DND

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once again this is what works for me you

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can think this is mean or whatever I

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think it's commitment to a timec

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consuming hobby we all love and my

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players agree if being extremely lenient

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with people being late or not showing up

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at all didn't work if changing the time

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you play D and D weekly at the whims of

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schedules of five people didn't work

play21:24

maybe consider this and please don't go

play21:27

mad with power with this weirdo and

play21:29

speaking of going mad with power number

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six feedback okay so this one is extra

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spicy see I went to a little hell space

play21:36

called

play21:38

arts and in this health space I have

play21:41

received a lot of a little type of

play21:42

torture called

play21:45

feedback this actually was really really

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good for me because feedback means

play21:49

nothing to me anymore if I feel like

play21:51

it's constructive I take it if I feel

play21:53

like it isn't I ignore it if I feel like

play21:55

it can help me make whatever I'm working

play21:56

on better I apply it and if not I don't

play21:59

having your peers and your teachers tell

play22:00

you exactly what they think of artwork

play22:02

you poured Blood Sweat and Tears into

play22:04

receiving that feedback every single day

play22:06

having that work graded having those

play22:08

grades decide if you pass the final year

play22:10

exam where 80% of students fail and are

play22:13

required to take the first year again

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that will make you not internalize

play22:16

feedback really fast fortunately most

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people don't go to our school and thank

play22:20

God for that but unfortunately this

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means most people are not good at all at

play22:25

receiving feedback and I regret to

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inform you that the only way I know to

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get better at receiving feedback is

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receiving feedback but if you're scared

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of it and let's be honest most people

play22:34

are you're going to try to avoid

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receiving it at all costs I'm here to

play22:39

tell you this you can watch every single

play22:41

one of my videos you can watch every

play22:43

possible video on D and D on YouTube you

play22:45

can spend hours on Reddit reading horror

play22:47

stories and on funny memes and you will

play22:49

not be better at playing or running this

play22:51

game unless you do it critically you

play22:53

will learn from experience of course but

play22:55

you will learn much faster if you

play22:57

receive feedback while you do this the

play22:59

key to receiving feedback is not to take

play23:01

it personally which is easier said than

play23:03

done a lot of people talk about how they

play23:04

like constructive criticism and in my

play23:07

experience this is not true most people

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don't like constructive criticism most

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people don't like criticism period

play23:13

because they see it as a personal attack

play23:15

a value judgment a critique against

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themselves and not whatever is being

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critiqued because they feel whatever is

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being critiqued is personal to them so

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they take it personally so someone

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criticizing it feels personal how to get

play23:26

over this exposure therapy baby get that

play23:29

feedback but how well if you're the DM

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you are in an advantageous position here

play23:34

I have The High Ground you already do a

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ton more work than your players so it's

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time to ask them for some work back at

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the end of a session message your

play23:42

players not during the session I repeat

play23:45

not during the session after you're done

play23:48

message them and ask them for their

play23:49

thoughts and feelings be specific but

play23:51

don't ask too many questions and insist

play23:54

on getting these answers be annoying

play23:56

remind them a day before the next game

play23:58

they hav't been giving you their answers

play23:59

back if you have to spend time picking

play24:01

music making stat blocks choosing Maps

play24:03

painting minis of whichever task of the

play24:05

1,000 other tasks that can be involved

play24:07

in dming they can do this one thing for

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you but what if you're a player well you

play24:11

got to ask nicely I would actually not

play24:13

bother your DM maybe just run this by

play24:15

them and if they can fit it in their

play24:16

schedule they'll do it but don't harp on

play24:18

it instead turn to other players they're

play24:21

just not as busy as you are with d and d

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prep tell them it's important for you

play24:25

that you want to get better and ask them

play24:27

short and few questions now is negative

play24:29

critique going to hurt yeah it will and

play24:31

you need to sit with those feelings let

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them pass and with time they will hurt a

play24:35

little bit less every day until you just

play24:37

hear them for what they are suggestions

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and opinions that you should most likely

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listen to since you are most likely

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playing with people that love you and

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want you to be better at what you

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yourself want to be better all this

play24:47

self-improvement thing is very nice and

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all but it's easier said than done what

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questions are you even asking when

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looking to receive feedback I keep

play24:53

saying you should ask for short

play24:54

questions and you should ask few

play24:56

questions so what are they well guess

play24:59

what I ask them for you in the

play25:01

description of this very video you're

play25:02

watching you will find a set of feedback

play25:04

questions very simple ones that you can

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send to your friends after a session if

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you want to improve they are separated

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in two categories if you're a DM and if

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you're a player look everyone homework

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isn't that fun but what if homework is

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somehow unthinkably not fun for you well

play25:21

what about a silly goofy monster have

play25:23

this video on mimics it has a brand new

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alternative to mimics and if

play25:27

self-improvement is what you're after

play25:29

here's a whole video on tips for the

play25:31

narrative side of D and D have fun with

play25:33

your homework children it will be

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graded

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