New to Sly Flourish? Start Here!
by Mike on 10 February 2020
If you're just getting started with Dungeons & Dragons and find yourself in the position as the dungeon master (DM) or want to know more about how to do it, this article is for you. If you are a veteran to D&D, send this article to your friends interested in becoming a DM and in running games themselves.
The D&D Basic Rules are the best place to learn about D&D. This free, legal, and official PDF has enough material in it to play D&D for a long time.
If you know nothing about D&D, read the first few pages of the D&D Basic Rules to learn everything you need to know about playing D&D.
If you want to get a better idea what it looks like to play D&D, take a look at the following D&D liveplay videos. Many of these have high production values but still give you a good idea what it looks like to play D&D.
If you're ready to jump into D&D and start DMing, start with the D&D Starter Set or the D&D Essentials Kit. Both of these inexpensive boxed sets includes everything you need to play the game including rules, maps, adventures, and dice. The D&D Starter Set includes the adventure Lost Mine of Phandelver and a set of pre-generated characters. Here are some tips for running Lost Mine of Phandelver.
The D&D Essentials Kit includes the adventure Dragon of Icespire Peak and includes rules for making your own characters with five classes, four races, and enough information to reach 6th level. If you're running this adventure, read my guide for running Dragon of Icespire Peak before you get started. The adventure has some rough spots for 1st level characters.
Both of these boxed sets also work well together, filling out the area around the town of Phandalin with a host of quests and adventures the players can choose from.
Running the adventures from either the Starter Set and Essentials Kit is the best way to get started running D&D Games.
You can play D&D with as few people as a single dungeon master and a single player but one DM and somewhere around four players is more common. Finding and maintaining a D&D group is the hardest part of running a D&D game. Read my article on finding and maintaining a D&D group for advice on finding the right players and keeping your game going week after week.
If you and your friends are enjoying D&D and want more, it's time to pick up the D&D core books. There are three D&D core books: the Player's Handbook for players, and the Dungeon Master's Guide and Monster Manual for dungeon masters.
These three books give you enough to play D&D for years. While there are many other books and accessories, these three books give you enough to play D&D for the rest of your life. Instead of physical books you also can buy books on D&D Beyond and share them with your group online.
D&D has many other books that add new monsters, races, class abilities, and campaign worlds. These books are entirely optional. You can go a long way with just the three core books. These additional books expand the mechanics and fiction you can use in your game.
Wizards of the Coast also publishes a number of [hardcover campaign adventures]. These big adventures can take a group over a year to complete and do a lot of the heavy lifting for you. Many DMs prefer to run their own adventures in their own world, however. You can read all about these published adventures at my guide for published D&D adventures.
Dice. If you're looking for more dice for you and your friends, you can get a big pack of dice on Amazon for not a lot of money. The Starter Set and Essentials Kit include dice as well but it's nice if everyone has their own set.
A Flip Mat. Being able to quickly draw maps can be very useful, particularly for combat. This Pathfinder Flip Mat is my personal favorite. It's cheap, lightweight, easy to pack, and has tremendous utility for your game. Grab a few dry-erase markers and this flip mat and you're set.
Tokens and Miniatures. Many DMs use miniatures to represent heroes and monsters in D&D games. Miniature collecting and painting is its own limitless (and financially bottomless) hobby. Miniatures aren't required to play D&D. There are many cheap options for representing characters and monsters on the table to help you show positioning in combat. These cheap tokens represent both monsters and characters and can be put together for under $30. Printable Heroes makes excellent papercraft miniatures you can print, paste, and use at the table. For more information on tokens and miniatures, see my New DM's Guide to Miniatures.
There's a huge array of other accessories for running D&D games. Some are good, many will complicate your game without making it any better. You need nothing more than the core books and some dice to enjoy D&D for the rest of your life. Start small and add the accessories you need to make your game great.
The following advice comes from years of research, hundreds of interviews, and thousands of surveys from both new and experienced DMs.
Let the story unfold at the table. DM's don't create the story of our D&D games. Though we often feel the drive to write out a story and tell it at the table, that's not how D&D works. You have no control over the characters and what they do. The sooner you embrace that the story unfolds at the table and not beforehand, the easier it will be to run a great D&D game.
Be fans of the characters. The characters are the heroes of the adventure and you are not their enemy. You are their biggest fan. Focus on the characters. Make them look awesome. Play to see what they do. Let the world evolve and change based on their actions. Before every session, review the characters and their backgrounds to see how you can draw them further into the unfolding story.
Build situations. Set up situations and let the characters decide how to deal with them. Instead of building an encounter or adventure around a single expected path and outcome, set up a situation and watch what happens.
Focus on the fiction. It's easy to get caught up in the mechanics of D&D but the story is what matters. Start and end in the fiction. Describe what things look like in the world first, then ask for rolls and figure out the mechanics, and then describe what the results look like in the world. Don't recite numbers, describe what those numbers represent in the world.
Focus on your next game. Focus your attention on your next session instead of spending lots of time on your larger campaign world. Build out the world and the campaign from the characters outward. Where are they? What's happening around them? What's just over the horizon? Focus on the area surrounding the characters and what they face in the next session. What's happening at the start of your next session? What draws them into the action? What secrets and clues might they discover? What locations might they explore? What NPCs will they meet? What monsters might they face? What treasure might they acquire?
Work with your players. Your players probably understand half of what you're describing. Work with them to accomplish their intent. Remember that their characters are capable adventurers. Treat them as such instead of nailing them with "gotcha"s. Ask them what they want to do and help them accomplish it. Fall back on your players to help you with the rules. There are a lot of rules and you aren't expected to know them all. Your players are your friends and they want to have a good time. They're on your side. Be on their side.
Keep things simple. Games get complicated all on their own. As you prepare for a session, think of a hook to draw the characters into the adventure, a location they can explore, some NPCs to interact with, and some monsters to fight. Consider following the eight steps from Return of the Lazy Dungeon Master when preparing for your game. Prepare to improvise and let the story go where it takes you at the table.
There's no single perfect way to prepare and run your D&D games. Each DM usually finds their own best approach. I offer one system in Return of the Lazy Dungeon Master, a refined approach for game preparation with a focus on preparing the things you need to run a fun, flexible, and evolving game. Read the sample chapters including a description of the eight steps for lazy DM prep or watch this series of videos that describes the system in detail.
Endless adventures await you as you continue your journey into Dungeons & Dragons. Once you've gotten started, check out the Sly Flourish homepage for a selection of the top articles, tips, tools and more to help you along your path. Grab your walking stick, tighten up your boots, and lets explore these fantastic worlds together.
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