Dungeon Master Advice | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Thu, 13 Mar 2025 15:50:47 +0000 en-US hourly 1 https://wordpress.org/?v=7.0 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Dungeon Master Advice | Nerdologists https://nerdologists.com 32 32 Dungeon Master Tools – Character Creation https://nerdologists.com/2025/03/dungeon-master-tools-character-creation/ https://nerdologists.com/2025/03/dungeon-master-tools-character-creation/#comments Thu, 13 Mar 2025 15:49:19 +0000 https://nerdologists.com/?p=9482 What prep does a Dungeon Master need to do for a Session 0 and character creation? I give some of my tips on what works well.

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Okay, I realized there is another element of Dungeons and Dragons, or RPG’s that I want to cover for Dungeon Master Tools. I think for a Dungeon Master it’s important to go into your Session 0, which you can read about here, with a plan. Players are going to come in with a plan, so as a Dungeon Master come in with a plan as well for how that session is going to go and how character creation is going to work.

Dungeon Master Tools – Character Creation

Know What Books You Are Going to Use

Firstly, know what books you are going to use. If you are a new Dungeon Master, I think I would go with the Players Handbook and the Revised Ranger which you can find online. I wouldn’t add in anything else, because that is going to mean a few things. Firstly that you or someone owns those other books. And if you don’t own them, you need to know what’s in them pretty well. The other reason is that it keeps what you need to know focused and the character races and classes easier to keep track of.

As you play more and feel more comfortable, I think it’s totally valid to add in more books. In fact, I expect that most Dungeon Masters are going to add in more books over time. Though, if you are playing the revised 5E with the new books, you get to keep it limited, for now.

Is Anything Banned?

Next, know if you don’t want anything in your campaign. Is your setting one where all magic comes from the divine or demonic sources, maybe you don’t go with all the casting classes. Or if magic is banned or doesn’t exist for some reason, that’s good to know. Another example would be creatures with flying speeds that the PC’s (player characters) can play. Do you want to deal with a 3D battle scenario or not?

I think that banning is a last resort. In fact, I recommend that Dungeon Masters don’t do it. But there are thematic reasons why you may ban some class or class feature so be aware of that. Especially if this is your first campaign, and you want to run something that is maybe easier to understand, don’t ban anything, go with a setting that more closely resembles Faerun as it’s going to make your life easier as you and your players don’t need to remember anything.

How Do You Get Stats?

One of the final things here is how you get the stats. And I want to talk about a number of ways that you can get them. Because there are a lot of fun ways. But know how you want to do it. Why, because a player might like one better than another, so they can min/max or manipulate things more. So know which way you want to go so there isn’t a discussion. You run this game as the Dungeon Master, listen to reasons, but at the end, everyone does it the same way, however you land.

Point Buy

Firstly there is point buy system. In this players get a certain number of points, and all stats start at 8. Then you spend points to increase those stats. Before the bonus you get from being an elf or half-orc, whatever it might be, you can go as high as fifteen. Each number increase costs a point and you start with 27 total points. This is going to give the players complete control over how they handout their stats.

Image Source: Wizards

Rolling

Rolling For Stats is another way that you can go, and this can be done in a few different ways. The most common way is roll 4D6 (four six sided dice) and drop the lowest of the dice. For example, if you roll a six, two, five, and two, you drop one of the twos, and get a 13. Now, you complete that six times, one for each stat, and players assign them in the direction that they want. That is going to let some numbers possible be higher, but there isn’t a floor like you get with the point buy system.

You can also just go with rolling 3D6 and keeping that, it’s going to create a wider range of what you can roll, though. So it is possible that a player is going to roll very low. A three in a stat is too low to really even play with, and while it’s possible in the previous version, it’s less possible.

Finally, you can use either method and do a down the line approach to the stats. What I mean by that is you start with strength and go down. So if I decide I’m a wizard, I hope I roll well on roll four for intelligence. This is going to create a greater level of variance in characters and how good they are and it can be fun. Just let your players know ahead of time.

Standard Array

The final way is the simplest. This is the standard array. The standard array is 15, 14, 13, 12, 10 and 8 for your stats. Every player is going to start out basically the same. Now that order is going to change, but no one is going to have a very high stat by magically rolling three sixes. And no player is going to have a low stat. This is good, I think for a starting campaign. The more new people you have, the easier this is to use. Mainly, because, you don’t want someone to be in a position to dominate everything because of good rolls.

Is Anything Custom Allowed?

This is the final thing and generally my answer is going to be no for this. Again, if you feel comfortable with it, sure. But know that what is custom might not be balanced. And this could be from a custom class that a player found on the internet that they want to try. Or it might be customizing a spell so it does a different type of damage. Generally I saw go with rules as written. Unless you want that extra challenge in something, keep it simple. And if this is your first game or early on in your dungeon mastering career, definitely don’t do it.

Final Thoughts

This, I think, is a good bonus topic to add into the mix. I don’t think it’s as much of a tool that I would recommend specifically to make your life easier. It is just some good things to think of before you session zero. Especially when it comes to how you want to get your stats and anything custom. That way you know what you are comfortable with.

For me, personally, I like the roll 4D6 and drop the lowest. Though, with that, it is not too hard for a player to get some really good stats. So even with my preferred system, I generally look through and make sure everyone is balanced. If someone rolls everything over 12, for example, I change one. I want you always to have a bad stat, and some good stats, no Batmans (someone who is good at everything) on the team. Use your discretion with that and keep it fair.

So what is coming up next?

  • Session 1
  • Story Arcs
  • World Building
  • Combat
  • Exploration
  • NPCs/Social Interactions
  • Meta Game and Players at the Table

And let me know if there are other things to cover as well that you want to know more about, or help with. I think that there are a ton of different things that new Dungeon Masters are curious about or that feel intimidating. So I hope that I can help make them clearer and simpler for you. And this one is really that first step that you can take before you even start to think about the other elements.

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Completing Your D&D Game, Does it Ever Really Happen? https://nerdologists.com/2019/08/completing-your-dd-game-does-it-ever-really-happen/ https://nerdologists.com/2019/08/completing-your-dd-game-does-it-ever-really-happen/#respond Tue, 20 Aug 2019 13:54:24 +0000 http://nerdologists.com/?p=3430 I think that this is a very rare thing. I don’t know that a ton of people ever really complete their D&D games. There are

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I think that this is a very rare thing. I don’t know that a ton of people ever really complete their D&D games. There are multiple reasons for it potentially not being completed. But, is that something that’s okay, or as the DM should you be looking to complete it?

First, what do I mean by complete a campaign. I think that there are a few different things, but I want to clarify a few things that it isn’t. First, it doesn’t mean that you get to level 20, in fact, very few campaigns ever get to level 20, and the campaign books that Wizards of the Coast puts out for Dungeons and Dragons, most of those stop around level 10. The reason being, anything else would be too much leveling quickly, and they don’t want to start at a mid level campaign, because it’s harder for new players to jump in there. It also doesn’t mean t hat the campaign ends for one of several reasons. When I say completed I’m talking about the story the DM has set forth being done.

Image Source: Wizards

Why might your campaign end, there are two main reasons. The group falling apart or the DM burning out. There can be a lot of reasons for the first one, the group falling apart. It can be because someone moves away, or someone gets too busy, or really anything that might divide the group. It’s unfortunate that it happens, but it does happen, and there isn’t much you can do about it. The other one of DM burnout can come for a couple of reasons. If the DM is driving the story and the players are passengers on the DM’s story, it makes it a lot of work for the DM. Or the DM can have split up there story so much that it has become too much work for them to keep all of the threads together, or it might just be that the DM has been a DM for a very long time.

But, that’s not how we want our campaign to end. Whether you’re building up to that final epic encounter against the evil deity at level 20, or the BBEG who is a Wizard you can fight at level 10, you want to finish the story. It’s more satisfying for the DM and for the players. And, if you can do that, you likely will create more people who want to continue playing or maybe try running their own game.

So what can you do as the DM? I’ll come back later for players.

  1. Keep the story varied. And by that, if you are going to have McGuffins around that the players have to collect, keep the collection process different and changing. Make the settings feel unique and make what the players need to do feel very different so that they feel like they’re not just hacking and slashing their way through the same adventure.
  2. Keep the players involved in the story telling. If you want the players to feel like their not just along for the ride, have them help you come up with details. This can be tricky if you aren’t great at improv, but if you aren’t, send out Google Surveys to your players between sessions, have them give you character names or descriptions of places that you can work into your next session as you continue planning it. This means that it isn’t just going to be your creative juices in it, so the players are more apt to stay involved with the story and you, as the DM, are less likely to burn out.
  3. Take Breaks. It’s a surprising one, but I think it’s good. If you are playing every two week for four hours, take a break every six months and just cancel a game or however often you need it. This, again, helps with burnout so that you don’t feel like you’re always pushing to your next session of the game.
  4. Don’t feel like you have to push to level 20. It’s fine for a game, and normal for a story to be complete before level 20. You might have thought you wanted the big bad to be fought at level 20, but to help with your burnout or the odds of someone dropping out, keep your story tight. That way you won’t burn out and players won’t get bored, and if you can tell a good and tight story to level 20, more power to you, but it isn’t needed.
Image Source: Wizards of the Coast

So that was for DM’s, but it’s also on the players, there are things you can do to help complete your game:

  1. Miss as little as possible. It seems fairly obvious, but if you aren’t there or if enough players aren’t there, the story probably won’t progress as fast so that you don’t miss anything important. Now, at a larger table, it might still progress, but get caught up on your own time, don’t slow down the game when you get there just so you can be caught up. And when you do miss, let the DM know as far ahead of time as possible.
  2. Be engaged. This is several things rolled into one. Being engaged means don’t be on your phone at the table, unless you’re looking up a spell or ability. That contributes to DM burnout. Be ready to help the DM when they ask for it in terms of creating the world and more of the setting. I often ask for character names or descriptions, be ready to come up with some on the fly, and if you can’t, that’s fine, just don’t be surprised when the DM asks. Also know your character sheet. It’s a pretty simple engagement, take the notes you need so that you know what you are going to need to do. And finally, be engaged with the planning of missions and the story. It’s so many things, but if you have a side conversation or if you are just even passive in the story, it causes more DM burnout and can end a campaign before it’s time.
  3. Share the spotlight. You might be always engaged, you might never miss a session, and those things are huge for keeping the DM going in the game, but if you hog the spotlight as a player, it might cause other players to do the first two items on the players list. As the RPG Academy says, “If you’re having fun, you’re doing it right.” And that means fun for you and fun for everyone at the table. So share the spotlight, if you see someone who isn’t engaged, get them more engaged in the game. The DM might not have noticed, but you have the same power to take control of the story and get the player engaged as the DM does in a lot of cases.
  4. Be open and honest with the DM. If you aren’t enjoying the game, or if there aren’t parts of the game that you enjoy. Let the DM know, but better yet, let the DM know what you are enjoying. Framing the positives of what is really keeping you engaged allows the DM to do more things that they know the players will like, versus having to guess at what might work only if you say what you don’t like. And this can be tricky, especially after a rough session, but take a minute the day after to text or e-mail your DM and let them know what you’ve liked or what you haven’t and you’ll find that the game likely improves and it means that the DM has something more focused to prepare.

There are going to be more tips, I’m sure, for completing a campaign. But this is a good spot to start if you’re a DM or if you’re a player. Realize, still, that there are going to be a lot of campaigns that just end, and that isn’t a bad thing. But if you can bring your game to completion, you’re going to have a ton of fun with it and create some memories in the process.

What are some things you’ve used for running a game to the completion of it’s story? Are there things as a player you’ve found that have helped you?

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