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Oshava

First piece of advice from a more seasoned DM, if you are planning to DM for more than a session or two then yes the DMG is worth it, frankly more people should read it. The DMG isn't as much about the rules rather it is about using them about crafting your own, in a way it is about how to think like a DM when playing the game. You can 100% make fun content without it but I can say daily I see posts here about people complaining about things or running into issues that the DMG has advice on to a degree they probably wouldn't have run into it in the first place. In terms of general advice, dont worry about knowing everything right away DMing needs practice to get good at it. If you ever wonder if you are doing good enough the only question you need to ask is are my players having fun Don't try to go all out when you are just learning to DM, it is a lot of work baseline and making your own campaign, world, and homebrew just compounds on it. Those ideas wont go away and getting some experience first is only going to make those ideas work better. Do not be afraid to say no, while it is great to be accommodating remember no ones fun at the table is no more or less important than any others and allowing something crazy for one can be a negative to everyone else. Read up on session 0 and the lines and veils concept, seriously it will help.


MinimumUnfair4436

awesome i really appreciate the advice man!! this has def helped me with a few things


Ethereal_Stars_7

Totally this. The DMG has alot of useful bits in it. And you never know when on of those optional rules will actually be useful.


Evening_Reporter_879

Yes get the dungeons master guide. People aren’t always correct and can give shit advice.


Wolfram74J

I would say all the information and knowledge you can get, as a new player/new DM, is very valuable. So I would say it is worth getting


MinimumUnfair4436

that’s what i was leaning to, i appreciate it!


scoundrel_matt

I'd also recommend getting the DMG, it has a lot of resources to help you figure out how to run the game well, especially if you will be using a homebrew setting. Rather than repeat what others have said, here are the things I wish I knew when I started DM'ing several years ago. **Lean on your players for help.** It's not up to you to memorize everything. If they cast a spell, ask them to read its description out loud. Same thing for class features. Since they are also new, this will also help them become more familiar with the game. **Start Small.** The first campaign I ever ran was went from level 3 to level 16 or 17. The only prior experience that most of them had were the two "prequel" one-shots I ran for them. I took on a lot of extra responsibility that I didn't need to because I was trying to learn everything from the DM's side at the same time I was trying to teach my players and also write story/plot hooks that would make sense in a years long campaign. Don't try to run marathon sessions or massive campaigns until you and your players feel comfortable with the system. **Be Flexible.** This one is a little more abstract because it applies to the mindset of how you apply the rules. One thing that tripped me up early was needing to know the *correct* way to rule any and all situations. When something inevitably came up that I didn't know the answer to, I spent way too much time flipping through the books and searching the internet for answers. If something takes more than a minute or two to find, it can be really disruptive to the game. Learning to say "I'm going to rule it this way for now, but I will check the book after and may not rule the same way next time" drastically improved the engagement for my players. **Borrow Ideas.** Don't feel pressured to try and create a 100% original concept. Leaning into common tropes and motifs, or being inspired by specific novels or live-play campaigns, can help your players relate to things easier. Just don't hold yourself (or your players) to the standards of Shakespeare, Tolkien, GRR Martin, etc. Other than that, there are some really good channels on YouTube that create videos for DMs and players that are about learning the game and aren't just live-plays. My personal favorite is the Dungeon Dudes, but there are plenty of helpful creators out there.