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Following on from the previous point, it’s important for party members to talk to each other and discuss. In every campaign, situations will arise that require players to make choices. If players are new to the game, they shouldn’t let that fact keep them from speaking up. Share ideas on how the party might distract that guard or break into that ominous tower. Does the new player’s character have a spell that’ll teleport or disguise the party? Interrupt, and let others know – new players have a lot to offer! This kind of strategizing and discussion is especially fun when players stay in character, adding to the atmosphere.

There’s this weird phenomenon we all tend to have with RPGs where anything in the future is seen as limitless and unrestrained. Anything could happen! We aren’t tethered to the planes of reality; the story is ours and ours alone. But as soon as something does happen it becomes this unshakeable and immovable constant. We must not touch the past. That doesn’t have to be true. It’s important to not mess too much with the past or your actions in the present might as well be worthless – but if some side character you all hate is too important to let go of? If your character did something last session that makes absolutely no sense in the story? If you just made a mistake? Get rid of it! Forget it ever happened! Change it forever! Why not? Actions should have consequences, sure. But in no other medium are you expected to tell a perfect story without a single edit. Allow yourself the privilege of tidying up.

Keep in mind the difficulty check, known as the DC, on rolls. This is especially important for the Dungeon Master. The DC is the number that needs to be met or exceeded to succeed whatever is being attempted. Easy actions, opening an unlocked door, for instance, have a low number usually 0-10. Medium actions a medium number 10-15, and hard actions a high number 15-20. When planning your challenges, keep those in mind. Speaking of success and failure, don’t be afraid to lean into any negative characteristics your character may possess. Whether it’s from a poor attribute (low Dexterity, Strength, for example) or because you just wanted a character that is a kleptomaniac, flaws are what create depth. They are also often what a player loves most about playing. My own character, Althea, is an optimistic Druid with horrible Charisma. She is stubborn and tries to take every problem on herself. She can’t communicate with others well, so she just doesn’t.

Here’s a subtip for free as well: your players can read the rulebook as well. RPGs aren’t a 30-minute board game you play once and move on from; you can spend your entire lives playing some campaigns. The more of your group that read and understand the rules, the easier it’s going to be to have a good time and crack on with the roleplay. Keep a bird’s-eye view of the game (and don’t plan too much) Filling a notebook full of ideas only serves to leave you and your players frustrated if things don’t go to plan – a few brief ideas jotted down beforehand is more than enough.

Not sure what a spell’s description means? Can’t remember what AC or DC stands for? Don’t know what it means to be behind cover? Ask! Pausing the game’s action for a few seconds is worth it to help make sure everyone is on the same page and having a good time. More often than not, DM’s and other players will be glad to answer questions for friends who are learning the game. And if they aren’t…well, refer to the first point. They might not be the best people to play with, especially for a first campaign. Find more details at https://dnds.store/.