Unspoken Tips of D&D #7:
When your DM asks you to choose between fight or flight, for the love of god pick flight
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Unspoken Tips of D&D #7:
When your DM asks you to choose between fight or flight, for the love of god pick flight
Unspoken Tips of DnD #8:
If you have a problem with the way your DM is running things, respectfully take it up with them privately and work with them to find a solution. At worst, come up with a graceful way for your character to exit the campaign.
This should go without saying, but what you should not do is throw a big public temper-tantrum that destroys the DM's enthusiasm and effectively kills the campaign for everyone else, unless of course you're a five year old.
Yes this is me vagueing someone, but do I look like I give a damn?
Unspoken Tips of D&D #6
As a DM, if you are trying to run a serious campaign, scale your effort to how seriously your players take it. For example, don't start doing things like homebrewing monsters, making new mechanics, or creating super awesome in-depth villains until your players have started to take it seriously. This way you don't wind up with a bunch of wasted effort.
As a player, try and scale your own effort to the effort your DM puts in. Now I don't mean write a 2+ page backstory (because very few DMs will actually read it. Seriously, I didn't ask for a complete short story) but you SHOULD put effort into planning ahead and telling the story, instead of just doing whatever impulsive thing you think of. I guarantee you, and your party mates, will have a lot more fun, or, if you don't have more fun, your party will.
Unspoken Tips of D&D #4
You can use random (maybe not so random after all) encounters to test how your players act in certain situations. This way, you can get a better idea of what to prepare for in the coming sessions.
Think about it: if your players are of the "kill everything" variety or of the "avoid all conflict" variety, wouldn't it be nice to know that BEFORE they get to the monster with important exposition, so you don't have to completely improve a solution when they kill it or avoid it? Just throw them up against some innocent centaurs or something and you know which they are.
You can also test how OP they are against certain types. Thinking of putting them through a crypt of undead? Throw some zombies in a forest a few sessions before! This way, you can get a feel for how to balance the encounters, with the added benefit of foreshadowing the encounter itself.
Unspoken Tips of D&D #2
Working and communicating with the DM is not only allowed, it is encouraged. It will allow both of you to pursue your story plans the way you want, without conflicting with each other, which is MUCH better than trying to make the story go your way without telling anyone your plan.
It also allows you, as a player, to get the most out of your character. Your human wizard is another race in disguise? Secretly related to the villain? Literally ANY major secret your character has? Tell your DM! DMs are great at keeping secrets, and when they finally reveal it, it will be In such a way that you’ll be glad they did!
Unspoken Tips of D&D #1
You've designed an epic dungeon, with cool encounters and fun puzzles. As cool as it is, that dungeon shouldn't be the whole adventure. If you want your players to appreciate it, you need to spend time building up to it. Even if you just throw a few encounters in a forest that are similar to what the party might face in the dungeon, that still helps cement the dungeon in your world and makes your players care more. Ideally, a good dungeon should be the climax of an adventure, not the adventure itself.
Unspoken Tips of D&D #7
Alright, this one is geared mostly towards players, and it's more playstyle-oriented, but it's advice none the less.
Don't count out the Druids just because they're nature-based. You get polymorph for free with wildshape. Not to mention that, whereas the traditional versatile spellcaster, the Wizard, tends toward clunky AoE damage, Druids allow for closer, hand-to-hand spells that aren't gonna blow up half the forest.
Lastly, Druids don't have to deal with learning spells, so it's easier for them to have the one they need for the situation.
Unspoken Tips of D&D #5
This one's simple: don't be afraid to move away from, or entirely discard, old ideas.
This goes for everything from character quirks, personalities, and arcs, to down-the-road session plans, to major plot points, to overall themes.
Planned for a betrayal but found it didn't fit the character? Discard or make it minor.
Planned for a romance that didn't seem to fit? Discard
Intended for major religious undertones but found it was getting to preachy? Tone it down or Discard.
Improvising and supplementing are what make D&D what it is. Don't be afraid to mix up your campaign from what you had planned.