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A lot can happen in one session, and after a week (or two or three, depending on how busy players’ lives are) has passed in real time, it might be hard to remember everything that transpired the session before. So make notes of important plot points, especially ones that were relevant to one’s own character, to avoid feeling lost once everyone rejoins to play again. The character sheet has plenty of space for note-taking – and if it runs out of room, feel free to attach more paper.

A really bad habit that it’s easy to get into when trying to bend the story around your players’ actions is that as GMs we can sometimes write ourselves into a corner. There are a lot of plates you have to keep spinning to keep interesting stories ticking on the fly – and sometimes even the GM can end up unsure of where to go with things. There have been multiple times where a player of mine has asked about a certain NPC or plot hook to which my only response has been: “I’m sorry, I have absolutely no idea what you’re talking about.” Here’s a key bit of advice that deserves to be talked about more: just retcon things. If something that’s been established before no longer makes sense – or if your players aren’t comfortable with where something is going – you can just pretend it didn’t happen.

Arguably one of the most recognizable aspects of Dungeons and Dragons that isn’t obvious to new players. Perhaps you have heard the terrified gasps after a player mentions, they rolled a “Nat 1.” Or someone talks about rolling a “Nat 20” and saving everyone’s rear. All actions in Dungeons and Dragons succeed or fail based on a number, whether opening a door or convincing a king, not to wage war. When a character attempts an action a D20 is cast- the number that it lands on is the “Natural” (or “nat”) number. Characters have abilities that either aid or hinder their success by adding or subtracting from the natural number. Criticals, however, are either an automatic and brutal failure (nat 1) or a blindingly cool success (nat 20). Some abilities can change this fate such as Luck or Advantage. Typically, criticals lead to the most memorable moments in a campaign.

Let’s not bury the lede here: learning rules can be confusing and a pain in the arse. You might get lucky with a rules-light system but some of the most popular games out there require you to understand a lot of complex systems, dice-rolling mechanics and probabilities, and all sorts of other nonsense. This can be especially tricky if you’re still wrapping your head around roleplaying in general as a new player. Case in point, many of you will be reading this because you’re looking for advice on how to play D&D. Despite its place as a common RPG starting point, D&D is not actually a particularly good game for beginners. It’s pretty dense and there’s a lot of information to grasp when you’re getting started.

The Player Handbook is every D&D player’s bible. Here, information can be found on every race, class, background, spell, god, aspect of combat, and more. New players should take time to read through it in their own time and gain an understanding of the mechanics, particularly ones that pertain to their class. Keep it handy during sessions as well, to quickly look up spells or items if need be. However, in the midst of the game, players might not always be able to find speedy answers by flipping pages – leading into the next point. Read extra details on https://dnds.store/.