There's 7 different adventures in it with very different settings. I've found the Tales from the Yawning Portal to be a good book for when you want to do something completely different than what you've done previous and have a short little side adventure. Reread the chapter once, then ask on a forum dedicated to that game, then try a different game you'll be able to play more than a third of if you still can't make heads or tails of it. This isn't Burning Wheel, you need spells. ![]() The GM doesn't need to be an encyclopedia, but they NEED to be able to make basic rulings on the fly in systems that the entire game is based around, and in DnD magic is core to the experience and eventually a feature of almost every single class (even if some of it works differently for several of them). ![]() In some ways it's probably easiest to start off with a book adventure, something like one of the adventurers league books in DnD with lots of prewritten details you can hang onto, but it's also very valuable to be able to just turn shit upside down on a whim if you've got decent improv skills.Īs far as writing off a core subsystem because you don't understand it- no. There are a lot of good resources to learn how to DM, but the most important thing you can do is DM a bunch.
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