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00:00 Introduction
00:34 Module Evolution
01:27 Anthology Adventures
02:11 Creative Learning
03:09 Unrealistic Expectations
04:02 Advice Abundance
04:51 Experienced Differences
05:16 Castle Amber Example
07:07 Cosmic Horror
08:05 Legion of Gold
09:19 Creative Encouragement
10:07 Game Mastering
11:17 DM Passion
12:22 Virtual Tabletops
13:08 Cooperative Gameplay
14:09 Beginner Adventures
15:00 DM Unique Voice
16:17 Collaborative Nature
18:31 Final Rulings
19:08 Authority Appeal
20:02 Concluding Thoughts
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Welcome to "We Love TTRPGs," I’m your host
Aten and this video is packed with useful advice and guidance for those new to tabletop
role playing games. I made this video to encourage everyone new
to the fabulous hobby of TTRPGs, specifically Game Masters. And though we have a lot of information to
discuss, let's begin with letting you know, I'm worried about you. No wait, that doesn't sound right ... I mean
I'm worried for you ... I'm concerned that you might be feeling overwhelmed. When I began
DMing all I had to learn was
a 32 page adventure like these, which back then were called "Modules" because they were
intended to be modular - meaning you could plop them down in your existing game with
some very simple tweaks The very first long campaign I ever ran began with 1985's "The
Temple of Elemental Evil." I had been playing and DMing for five years
at that point so the length of it wasn't a drawback and the entire adventure is a pretty
straightforward mega dungeon. There are some politi
cs, World Building, and
other elements more common to modern gaming but those aspects were so trivial you might
blink and miss them. The 128 page "Temple of Elemental Evil" was
only the second "Super Module '' ever published by TSR, with the first coming just a month
earlier in Lankhmar: City of Adventures. The idea of such a long adventure was very
new and unique at the time. They later followed it up with Slavelords
and the Queen of the Demonweb pits - both of which were anthologies of previou
sly released
modules. Now combined in a single book, the modules
were given some additional material that attempted to tie them together more clearly than the
individual releases had accomplished. Looking back at the individual modules, the
introduction of Super Modules and thinking about the size of current WotC hardbound adventures,
I have to wonder if the larger books might be creating a barrier to new players. If I had not been able to learn D&D through
small bite sized pieces, what effect m
ight that have had on me? With the brevity of those modules you could
be finished in a night or two of game play. And the story was still whatever my players,
my skill level, and my whimsy found best for our table at that time. And they inspired individual creativity. They didn’t give you all the answers. That was up to each DM to flesh out. I gotta say, that's a very pleasing and flexible
way to learn the hobby. But now, holy catoblepas ... you need to learn
a 250 page hardbound book where ever
ything at the end depends on everything in the beginning
unfolding and concluding in a specific way ... and too bad if your players aren't enjoying
themselves, you still need to grind through 200 pages of material or just abandon the
whole thing. No part of that sounds fun to me. Could you imagine having an interest in any
other game, from poker to football where from the start, you're expected to play at and
know the rules used by professional leagues? I’m aware of the starter sets but there’s
not much material in the middle range to act as a bridge for new players. Are those 250 page hardbound books that attempt
to detail every single NPC, every single plot detail, and the bathroom habits of every single
monster really the best way for new DMs and players to learn TTRPGs? From my perspective, I'm going to assume no
so we'll be talking about that and what I recommend doing instead. But even without those big adventure books
the hobby has advanced so much over the past 50 years there's
a lot to learn. And with some of the most successful streamers
like Critical Roll creating unrealistic and incorrect expectations among new players this
can all seem more like the punishment of Sisyphus than a fun hobby. For clarity, in Greek Mythology Sisyphus was
forced to push a boulder up a hill every day for eternity and the closer he was to the
top the larger that boulder grew only to roll back down. That really does create a mental image of
what it must be like for those new to the hobby
.. just when you think you've figured
it all out ... bam .. something new to learn. And that's absolutely true. But that's not anything to be afraid of. I've been playing since 1980 and I'm still
learning new stuff on a regular basis. This is also an exciting time to be playing
- you've got so many of us weirdos on YouTube offering advice and the fan base is so big
now, there are countless books and other resources to support hobbyists of every skill level. And so long as you avoid the toxic wa
ste dump
that is reddit, you have a plethora of helpful information to fall back on. Yet, as helpful as all of the advice and supporting
material is meant to be, it too could have an unintentional side effect of making it
seem like the barriers to entry are really high. And I'm not going to sugar coat things. It is a lot to take on but it might not be
as much as it appears and you really don't need to know any of it to have fun. Do you know what the real difference is between
a new Dungeon Maste
r and an Experienced one? Are you somehow playing a lesser game with
an inexperienced DM as opposed to a super experienced veteran one? From beginning to expert, those two and thus
the results, might be closer than you think. The desired result is to enjoy ourselves. It doesn't require any prior experience to
achieve that. A group of new players might be participating
in a different type of game than experienced ones but neither is less than or greater than
the other. Just different. This is Cas
tle Amber. When I ran this back in the early 80s we had
a great time. I enjoy the premise and backstory of this
adventure so much I decided to run it for my current Sunday group. I highly recommend the 5th edition Goodman
Game's version. Over the past couple of months I've been able
to use this with some creative world building of my own. But when I ran the original as a teenager
it was just another dungeon crawl. There was almost no difference in the personalities
of different Amber family memb
ers found in part one. They were all just combat encounters and the
mansion was just a big weird dungeon. Then in part two, it was the same thing - get
from place A to place B, fight something, get your reward and so on - rinse and repeat. Part three was no different. Just combat encounters. And all of that was fine because we had fun. Sure, the NPCs might have had some slight
attempts at individual personalities and combat still required something close to intelligent
tactics but it was all sti
ll just run like any other dungeon crawl. That's because nearly every adventure back
then was a dungeon crawl, even if the scenery was slightly different. So when I ran Castle Amber in the 80s I treated
it like every other published module. Go from place to place, fight stuff, kill
it, and get a reward. And if that's how you play adventures today
it's perfectly fine. D&D streamers aren’t likely to play that
way only because it wouldn’t be fun to watch but it’s a perfectly legitimate style of
pla
y. In fact, many players prefer combat encounters
to other aspects of the game. And remember, someone who loves roleplaying
over combat is no less or more of a valuable player than one with a different preferred
playing style. Castle Amber is based on stories written by
Ashton Clark Smith. Fast forward 40 years and while prepping to
run this again, I've been able to listen to all of his stories on audiobooks. This has allowed me to develop the adventure
in ways that just were not possible in the
80s. With what I know now it has the appropriate
elements of Gothic and Cosmic Horror the adventure was always meant to evoke. I've been able to take ideas introduced in
his stories, add to those already provided in the adventure, and indulge my own fantasies
of what might happen to a Catholic province of France during the Inquisition if it had
been consumed and transported to Ravenloft's Domains of Dread. This is GW1: "Legion of Gold '' from 1981. I loved this back in the early 80s and ran
it
many times. But I ran it just like I had run Castle Amber. It was some loosely connected combat encounters
setting up a final confrontation that had little to no development throughout the course
of previous encounters. And you know what? It was still a blast. Adventures like this allowed game masters
and players of any skill level to create and play in the manner most enjoyable to them. Looking back on it, I see Legion of Gold’s
lost potential and can imagine it as part of a much larger campaig
n setting with detailed
world building. Which is exactly what I plan on doing when
I eventually turn this into a Mutant Crawl Classics adventure for my gaming groups. Updating and expanding on it wouldn't even
be the first time - WotC's 2011 version was published for 7th Edition Gamma World, and
it expanded on the original with a stronger narrative. I will be including material from that 7th
edition as part of my MCC conversion. But regardless of if it's 30 or 250 pages,
the only thing that matt
ers is whether you enjoy the game while playing it. If you look at reviews for Temple of Elemental
Evil on Dungeon Master's Guild there's only a very small number of bad ones and they can
all be summed up with, “Oh No!! I had to use my own imagination and create
stuff! This sucks! Don't waste your time!! Bleeeh!!" And this might be an example of how different
the expectations are between new gamers to those from the 80s. In the 80s we were encouraged to engage our
imaginations. With new books yo
u’re encouraged to follow
their road map. Maybe the people who hate Temple of Elemental
Evil really do need the big hardbound books so I can't say it's all bad but I would encourage
you to exercise your own creativity to most benefit the ever changing needs of your games. Did you know in the very beginning days of
the hobby, Gygax and company didn't even think that publishing adventures would be profitable,
assuming everyone would want to create their own? And though I'm not sure about the young
er
generation of players you'll certainly find that older gamers would rarely ever run an
adventure that did not include massive expansions to and changes of the source material. Personally, I hope the newer players embrace
that as well, if they haven't already. So problem number one as I see it, is new
DMs might be setting themselves up for failure if they allow all of the unrealistic self-imposed
expectations to burden them and get some idea there’s a “right way” and a “wrong
way” to play the
published adventures. . “Learn this 250 page adventure and play
exactly like Matt Mercer or your game sucks!” But that’s just not true. You don't need to have everything laid out
for you. You don't need to follow any published adventure
the way it was written. If a player gets upset that you've changed
the adventure from how it was published, they already know too much about it and that's
a “them” problem more than a you problem. Our hobby needs more Game Masters. The DM crisis is real and it is
n't new. If DMing sounds appealing then I hope you
pursue that because the hobby needs you and in the long run the rewards are well worth
it. Honestly, there are some people who just don't
have the right personality for it. That's not a failure on their part and I'm
not criticizing their efforts - it's just the reality that DMing can involve some traits
not found in everyone. Interpersonal skills are very important but
the good news is in many cases those skills can be learned. If you have a pas
sion for the hobby, if you
love being creative, if you can be extremely patient, and if you can make it through more
than six minutes of a D&D YouTube video then you can learn the leadership skills necessary
to have enjoyable experiences refereeing literally any tabletop roleplaying game. And the interpersonal skills you learn from
playing a TTRPG can benefit every aspect of your life. I’ve made videos about that too. What you need most, more than anything else,
is something that can't necessari
ly be taught - it's something you either have or you don't
- and that's a deep passion for the hobby. You're going to need a passion for the hobby
so intense that your friends will be secretly wondering, "Maybe we should find you some
professional help." But that's OK because we're all
a little weird. Passion is the most important trait new and
even experienced DMs need in order to be successful. You're doing your best and that's appreciated. If you have a player who doesn't respect that
then m
aybe have a talk with them privately. See if you can resolve the issue, or replace
them. Finding new players that do appreciate your
efforts is not too difficult and with Virtual games now available anyone with an internet
connection who wants to be playing D&D should be able to find an opportunity to play D&D. I use Fantasy Grounds as my Virtual Tabletop. I’ll be doing a video about that in the
future. I’ve also just been contacted by another
VTT looking for my group to review their product - s
tay tuned for that as well. If you find yourself struggling with a frustrated
player, that might simply be a test of your leadership skills. Don't take it personally, and if you haven't
already learned this - listen to criticism and decide if they have a point or they don't. You'll find some people just like to complain
and create controversy where none needed to exist. You can just tune that stuff out. But sometimes you'll learn something from
that criticism and be able to see things from a per
spective our little confirmation bias
blinders might have prevented us from being aware of. Players who really are there to enjoy the
hobby - and why would you want anyone other than that - understand this is a cooperative
effort. It is a collaborative, cooperative game. Having a good attitude and desire to explore
and learn together is far more important than knowing all the rules. When people talk about their games they often
speak of them as if they themselves personally undertook those journ
eys. This is a testament to the fantastic positive
psychological healing benefits of these games. They can bring us out of your reality for
fantastic adventures. Another thing I want new players to consider
is when you hear someone say a particular adventure is better suited for more experienced
game masters that advice might not be objectively true. I think I've been guilty of that and it's
something I try to avoid saying because it's misleading advice. To say some published adventures are best
for experienced game masters might be creating an unnecessary wall. I still think a 250 page adventure is too
much responsibility for a new DM and some adventurers are just less complicated overall
but ultimately a fear of not being able to run the adventure correctly shouldn't stop
you from trying since there really isn’t a right or wrong way. As we just discussed, you'll simply be playing
a different version of that adventure than a much more experienced DM. But so long as everyone enjoys the
mselves
then the game you're playing is the right one. I do however recommend those new to the hobby
look for short adventure modules, like those you'll find in anthology books or pdfs on
DMs Guild and drive thru RPG. You will not have the burden of some huge
overarching monstrosity that puts a bunch of expectations on you. And with those longer adventures you're in
many ways being deprived of the creativity that makes this hobby so enjoyable. If you really want a finished story giving
you all t
he answers before your first session then you really don't even need to spend fifty
bucks on a big WotC adventure. You could just copy any book, movie, or tv
show - change a bunch of the names, and still be able to flex your own imagination. FINAL TIPS: Every Published adventure should only be a
foundation to work from. What you do with it is up to you. Change as much as you want. Every game table will run every adventure
differently. Even the same DM will run the same adventure
differently in r
esponse to player choices. Which leads to my next tip - You need to find
your own unique voice. You have one. And it may be a process but you'll find it
if you haven't already. Mine is still evolving and you should have
the same freedom. I have always had some players who leaned
more heavily into characterization and roleplaying while others have enjoyed the mechanics and
tactical challenges of combat encounters. Don't be fooled into thinking any one style
of play is superior to another. Enjoy a
nd embrace the differences. And remember, you're not playing D&D to win
D&D. Not in the traditional sense. If you want to "win" D&D then play a video
game inspired by it. Or play that card game - you know the one
.. Or play literally any other competitive game. In a TTRPG the only person you're competing
against is yourself. What I mean by that is, each time I play any
TTRPG I "win" when I've improved my understanding of the game, expanded my own creative horizons,
and my friends have enjoyed ou
r time together. While there may be elements of competition
within the game world, the true essence of playing these games lies in the collaborative
creativity and growth that comes from each session. In TTRPGs, success isn't even necessarily
about defeating enemies or achieving specific objectives, but rather about the shared experience,
the bonds formed with fellow players, and the imaginative worlds explored together. Each session offers opportunities for players
to learn, adapt, and contribu
te to the collective narrative, fostering a sense of camaraderie
and shared accomplishment. Game Masters should never have an adversarial
"me vs them" attitude. All TTRPGs are basically just math games with
all the math problems dressed up like monsters and heroes. Really that's it. Sorry to break the illusion but really that's
all they are. And if you want to run a DM vs the players
type of game save yourself the trouble because you've already won. You already have dozens of books filled with
h
undreds of monsters that could end the game in one session, so just save yourself the
effort. Declare yourself the winner and go home. Likewise players are not served by having
a "Player vs the Rules'' mindset either. Those types used to be called "Rules Lawyers'
and they still exist today but I’ve seen a troubling evolution in modern gaming where
this view of gaming leads some people to spend hours theorycrafting and trying to create
unbeatable exploit builds. Sure, get the most out of your bui
ld, look
for the best options - min maxing isnt a new thing - but extensive unrestrained theorycrafting
and rules bending can lead you far astray from what makes TTRPGs enjoyable over an extended
period of time. I'm sorry but the coffeelock isnt joining
my table. People can powergame. People can play exploit builds. You do you but I think those people are going
to get more enjoyment out of a video game. If you think about it, a superhero is not
defined by their strengths. They're defined by thei
r weaknesses. And if you want to create an unbeatable character
then why even play? Is a game even a game if there is no chance
of losing? Fifth edition D&D already suffers from this
lack of risk. Why make it worse? I still DM and run my games not much differently
than I ran my AD&D games in the 80s and 90s. Despite my experience I still occasionally
need to ask my players for their input which means you can too. This goes back to the collaborative nature
of D&D. The only real hard line here is
when the DM
makes their final ruling that's the end of the discussion until at least that game session’s
conclusion. Then later you can debate it and decide if
it needs to be done differently next time. So I just said a lot of stuff to make this
larger point - with the hindsight of over forty years as a Dungeon Master, I have found
that none of my past experiences make the games more enjoyable today than when I knew
nothing. Talking about years of experience is a debate
tactic that’s considered
a “Logical Fallacy.” It’s an “Appeal to Authority.” And it proves nothing if the information isn’t
useful for you. The imaginative ideas of a veteran player
is no more or less valuable than those of a new one. Just like the clout chasers are telling you
about a celebrity DM’s secrets, none of it matters. I had just as much fun - maybe even more at
times - when I was new to the hobby. In the past couple of years I've been supplementing
my 5E campaign with a few published adventures from the 80s.
I'm running them much differently than I did
when I was a teenager but neither style is objectively better or worse. Being new to the game shouldn't be making
it less enjoyable. If you're feeling frustrated or overwhelmed
that's probably because you or some others are placing expectations on you that aren't
necessary or realistic. You're not competing with Matt Mercer. He's an entertainer playing for an audience. I made a video on that topic you should definitely
watch after this one. If you're
new to the hobby then my hope is
you find the same enjoyment I have found over the years. And that’s why I make these videos. Uploading these is a labor of love and it
brings me immense joy when I hear they’ve been helpful, so I am grateful to you for
that. As always, I'm your host Aten here at We Love
TTRPGs and I appreciate your support by liking the video and sharing your thoughts in the
comments.
Comments
Correction: "Clark Ashton Smith" (I accidently said "Ashton Clark Smith" probably because I can't stop thinking about us all dying and turning to ash.) Also, I'm working on a counterpart to this one valled, "Are the Grognards OK?" I hope this video is useful to you. Thanks! Edit: PS I'm sorry my shoes didnt match my jacket. I apologize for the distraction.
My advice to all GMs: Read. Read everything, books, adventure modules, comics, etc. It will teach you how to describe things.
You have a copy of GDQ 1-7 Queen of the Demonweb Pits!!! That sucker is hard to come by these days, and a bit on the pricy side to boot! Well done, sir! Mine is riddled with chicken-scratch notes and tacky highlighter marks, but it's still the pride of my collection.
This video is extremely valuable to any GM, particularly new GMs. I especially enjoyed the Appeal to Authority call out. There are a few fundamentals any GM should have a grasp of, and you nailed them. Thank you for your time, effort, and generosity, Aten!
Thank you for this video. I think a lot of people forget the published book is a framework. I also appreciate that your videos are family friendly. I have young ones interested in the hobby and appreciate that they can enjoy your videos as well.
I honestly don't quite know where I fall on the whole New/Old DM spectrum...I learned how to play in the 80's and was DM'ing into the 90's but I haven't touched a game in anyway for decades and now I'm finding I need to relearn a bunch of things that I basically took for granted. These videos are invaluable to me as a resource to sharpen those skills that I have left in the drawer for so long. So with that please accept a big thank you for all your time and effort.
Absolutely loving the bizarre, eccentricity. It's really carving a distinctive style. ❤
Module! Yes, that is how I always used them, dropping into an existing. BTW, I love the name of your world: Terrattu. I had named mine based on a kingdom but decided to name mine Alterra, which I am sure is over used. But who cares!!!! For new DM/GM’s and old ones too, take Aten’s advice and don’t sweat the small stuff. Having fun and embrace the challenge. Players support your GM friends because they do all this for all of you.
Another excellent video, congratulations 🎉 About the 250 pages books; I tend to rip them up (figuratively) into modules, the more the better because of the one golden rule of the game: players NEVER do what's expected of them. Therefore creative flexibility is a "must" to me. Looking forward to your next video.
Great video, excellent points made". Back when a bunch of us were playing AD&D, our DM was basically cycling through "canned adventures" (as we called them) a lot of the time. Then we got to the original 'Ravenloft' adventure. To be clear, at this stage it was a big spooky castle, run by a super-vampire with a history - NOT the hugely expanded background, realm and lore of later on. For us, this scenario was pretty much a protracted search and destroy mission with backstory. But, after we finally settled Strahd's hash, we all then thought, "Hey, this is a cool castle. Let's keep it." This caught the DM completely by surprise, since strongholds and so forth were typically a thing for much higher level PCs than we were. But he rolled with it, the campaign shifting focus. We still had a canned adventure now and then, but most of our Characters' activities centred on clearing out and fixing up the castle, then essentially doing the same thing for the lands around it. Our Druid started working on his Grove. Our resident Power gamer / Magic User requisitioned a Castle tower for "personal use" (and ghod alone knows what else). And so on. One of our group cheerfully speculated about the reaction of the local villagers. Them probably saying that it was all peaceful and quiet when Stahd was in charge, but "...ever since those damn adventurers moved in, there hasn't been a moment's peace". My Character in that was Kelly Giantsbane, a Half-Elf Ranger-Thief (kind of a Special Forces dude) with mondo specialization in the Bastard Sword. Good good times. :)
Nice work again! Thx! P.s.: "we are all weird" - i laughed so much :D
I am astonished that you are not a D&D YT superstar. I am positive that your hyper-success is silently approaching for a sneak attack.
i love all of WE LOVE TTRPGS videos. The information, the silliness, the handsome host. What's not to love?
Best DM advice! I love modules! My kids mock me saying, "my modules, my modules". And I love it because thats whats really going on in my brain, " MY MODULES". Just finished Swords & Deviltry, book 1, so good! If I could only get my hands on Queen of the Spiders. Also just picked up an original copy of Castle Amber. MCC rocks!
Thanks so much for this one Aten! You articulated perfectly what I was thinking about being new to D.M.ing. Go easy, start with a small module, get comfortable and grow confidence. Boy, you made SO many points! I'll just hit the key points: Have fun! Use your imagination, and it's the JOURNEY, not destination that is the reward. ( Were not all professional actors on Critical Role, so don't have that pressure to be). 🤘😎🖖🇨🇦❤️
Great video! You are right. We are not playing RPGs to win. Our purpose is to have fun so our goal is to stay in the game. With that in mind, your style needs to fit you and your players. If you all are happy with the style then the game (and the fun) goes on.
In addition Aten, since I began as far back as you, with a hiatus from time to time, I have learned a great many things of late. I attribute these things to watching various YouTubers sharing their experiences. Aside from what you have said I would offer these few things. Limit game time, usually up to four hour sessions. Spread the time between games. End at a decent note, be it high or low or a moment after a resolve. These help a DM not over extending themselves. Ending when you still have things on the table is better than making things up on the fly as this can create a rabbit hole filled with more questions and concerns that you have no answers. I give myself a minimum of two weeks to develop and more often redevelop things to come. I can’t tell you how I have saved myself the frustrations that happen when striving to build excellent content. I write notes daily and I throw out more than I keep. Of course much thrown out may be set aside for the possible future. Always say yes to yourself and your players. That yes may lead to unforeseen consequences that create enduring conflicts. Finally, embrace being you. Remember to treat things as shades of gray and not black and white. Enjoy!
Among the 1st 10 to like😂. We're OLD We're up early!! 😅
40YRS a DM and I'm still evolving -- and finding out new things about items and spells &c. that I thought I should know like the back of my hand .. love it -- just do it..
Awesome video, new DMs can definitely benefit from this. Of course there is some great encouragement in here for us older DMs as well, great job Aten. =^_^=