Setting the Stage

Setting the Stage: A Dungeon Master's Guide for New Adventurers

Last Update:October 8, 2023

In the grand tapestry of tabletop RPGs, your role as a Dungeon Master is pivotal. You’re the weaver of tales, the guide through the unknown, and the arbiter of fate for your players. As you prepare to embark on this exciting journey, let’s delve into the first guide, “Setting the Stage,” where we’ll cover the essential aspects of DMing that lay the foundation for your adventures.

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This post is the first in what I am planning to be a multi-part guide for new dungeon masters. I’m hoping to write at least a dozen guides on various topics to help the newbie DM. I’d appreciate a bookmark, so you can check out future topics.

You Don’t Need to Know Every Rule

D & D is a complicated game that has rules for just about everything. There are rules about everything from jumping to underwater combat. They seem overwhelming at first but you don’t need to know them all to get started. At a bare minimum, sa new DM you should know:

  • How combat works (Chapter 9 of the basic rules)
  • Ability Scores, Checks and Saving throws (page 60-65 of the basic rules)
  • The Basics of Spellcasting (Page 82-83 the basic rules)
  • Read a bit about the character classes your players have chosen

That’s honestly enough to get started. I’m suggesting what amounts to maybe 20 pages of the free basic rules. You haven’t even needed to buy a player handbook yet! (you should, but try the game out first and see if you even like it).

Rules as Guidelines

Remember, D&D is a game of the imagination, it’s primarily about storytelling and having fun. The rules provide structure and fairness, and you’ll be glad they’ve thought of everything when your players want to do something crazy, but they should never stifle creativity or the flow of the game. Embrace the concept of “Rule 0,” which grants you, the DM, the authority to make rulings that serve the game’s enjoyment, even if it means bending or breaking a rule here and there.

Just Start (and Keep a Laptop Handy)

If you wait until you think you’re an expert to start playing, you’ll never start, and you’ll still find yourself needing to lookup rules. In D&D the players can do anything they can think of, and they will think of things that will have you reaching for the rulebook. Don’t stress about it. The Internet has made it much easier to lookup rules as you need them. Try not to go down a rule rabbit hole and hold up the game too much; when you need a ruling find one and move on.

Start Small with a Pre-Made Adventure

Unless you’re an aspiring fantasy novelist with a lot of time on your hands, I highly reccommend you start with a pre-made adventure. Creating a world from scratch is a huge undertaking. They come with a storyline, encounters, NPCs, and maps already designed. This can be incredibly helpful, especially when you’re still learning the game.

While pre-made adventures offer structure, they don’t have to be set in stone. Feel free to personalize the adventure by adding your creative flair. Customize NPCs, insert side quests, and adapt the adventure to better fit your campaign setting. As you gain confidence and experience, you can gradually transition into creating your adventures from scratch.

Collaborate with Your Players

The success of your campaign depends on effective communication and collaboration with your players. Before you dive into the game, initiate discussions to ensure everyone is on the same page. Talk to your players about their expectations for the campaign. Find out what they enjoy most about RPGs. Do they prefer combat, deep storytelling, exploration, or a mix of everything? This information will help you tailor the campaign to their preferences.

Character Creation

Discuss character creation guidelines with your players. As a new DM I would reccommend you don’t let your players multiclass. As the name implies, this is when you have a character that is a mix of two different classes. Each time they level up the player can decide which class to take a level in. As a new DM you’re going to be busy enough learning new things as it is, you don’t need to learn twice as many character classes.

Encourage your players to create characters with motivations, goals, and connections to the world. Characters with rich backstories often lead to more immersive and engaging role-playing experiences. Also use an online tool for (like DNDBeyond) character sheets. There are a LOT of additional rules you need to know if you track this stuff by hand, and the online tool does this for you (and there is a free tier).

Party Dynamics:

Encourage your players to consider their characters’ relationships with each other. How do they know each other? Why are they adventuring together? Address potential conflicts or player-versus-player scenarios in advance to maintain a harmonious gaming experience. It will help you to tell a more engaging story if you can draw on the relationships between the players and their relationships to the town or the events of the story. Even with a pre-made adventure there will be times you need to add to the story and having these established will help.

Create a Session Zero

A “Session Zero” is a wonderful tool for new and experienced DMs alike. It’s an introductory meeting that takes place before the actual campaign begins, and it serves several crucial purposes.

Introduce the World

In your Session Zero, provide an overview of the campaign world. Share information about key locations, cultures, and major historical events. Help your players become immersed in the setting. The more they know about the world, the more engaged they’ll be in your storytelling.

Set Expectations (Again!)

Reiterate campaign expectations and the tone you’ve agreed upon. Ensure everyone is comfortable with the style of the game you plan to run. Address any concerns or questions from your players. This open dialogue can help avoid misunderstandings and conflicts later on.

Establish Character Connections

Session Zero is an excellent time for players to introduce their characters and share their backstories. Encourage them to find connections or shared experiences among their characters. This not only enhances role-playing but also strengthens the bonds within the party.

House Rules and Clarifications

Discuss any house rules or specific rules clarifications you’ll be using in the campaign. This helps avoid confusion during play. Make sure your players are aware of these rules from the get-go.

Session Schedule

Confirm the schedule for future gaming sessions. Discuss the frequency and duration of play. Consistency in session scheduling is important for maintaining player engagement. Agree on the logistics of where and when you’ll meet to play.

Conclusion

In the opening chapter of your journey as a Dungeon Master, you’ve taken the initial steps to prepare for your role as the storyteller, world-builder, and guide of your gaming group. Understanding the rules without letting them stifle creativity, starting with a pre-made adventure, collaborating with your players, and holding a Session Zero are all critical components of “Setting the Stage.”

As you embark on this creative adventure, remember that it’s not just about mastering the mechanics but also about crafting memorable stories and providing a fun and immersive experience for your players. You’ve set the stage; now it’s time for the curtain to rise on your grand RPG adventure!

Stay tuned for Chapter 2: “Building the World,” where we’ll explore the art of crafting vibrant and immersive campaign settings.