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Apprentice Notes #2 - The Lesson Of RAW

6/2/2020

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Foreword: Every person trying their hand at running a tabletop scenario runs into the realm of creative bursts, circumstantial rulings, and an overall desire to put spins on the game world.  Though these moments are what breathe life into the table for me, they blossom from a strong understanding of the core rules first.  I'll often tell my music students, "Walk with me now, so you can run later."  Learn the rules, so you can bend and break them later at appropriate times, and it's amazing how freeing it can be to just...master the rules of the game first.  Your players will also be stronger moving from table to table, and the more tables they can be equipped for, the better.  :)
Originally Transcribed on 5/5/2020
     Besides the official material printed in the Dungeon Master’s Guide and Monster Manual, there are veritable terabytes of information out there in the shape of online forums and posts discussing helpful tips to becoming an effective DM.  Immersing oneself into the vast expanse of resources, tools and video-blogs can often be overwhelming, however, and so I find myself forced to turn away from the immense forest that is D&D and start with a single, tall oak tree: the Rules As Written.
    Many people come into Dungeons & Dragons with a sense of inspiration and wonder, excited to be able to tell any story they want in this unique game. All campaigns have the goal of creating a satisfying story for both Players and DM. However, it can be easy to let this unbridled creativity get away from us during play. This is why it is important for new DM’s to mediate and regulate the mechanics of the story through the Rules as Written in order to bring out the best in their Players.
    This is especially true for a table with new Players. I run a home campaign in the Tyranny of Dragons setting, and four of my five Players have no experience with D&D whatsoever. If I were to introduce special homebrew rules, such as drinking a Healing Potion as a bonus action, then I would be setting them up for confusion should they eventually crack open the Player’s Handbook to learn more. Or, if a Player has already done their homework before attending the session, the confusion could bog down gameplay and change the dynamic between Player and DM. 
    Generally speaking, one can look at the game of D&D as a blank canvas, and the Rules as Written as the pencil. When learning to paint, you must first learn to draw, and so you use the pencil to learn the essentials: lining, shading, perspective, and more. Once this has been mastered, you begin to introduce new elements to the game to increase satisfaction and fun. When starting out as a new DM, there are so many other lessons to learn - it’s unnecessary to worry about homebrew at this stage. But don’t worry, there will be plenty of time to discuss that in a later entry. 
Good luck on your journeys.
​- Ian
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    Adam Summerer

    Professional Game Master musician, music teacher, game designer, amateur bartender, and aspiring fiction author.  
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  • The Nexus
  • GM's Corner
    • Voidspeaker
  • DM Podcast
  • Knight Owls
    • The Gray Owls Initiative (21+) >
      • Gray Races
      • Gray Classes
    • KO Event Dates - Descriptions
    • Knight Owls Armory >
      • Protection
      • Potions, Scrolls, and Consumables
      • Weaponry
      • Rings and Wares
      • Adventurer Essentials
      • Custom Mixes and Crafting Rules
    • Owls History
    • Assets
  • Dungeons and Dragons
    • Character Creation - D&D >
      • FEATS
      • PRESTIGE CLASSES
    • Spell Compendium - D&D 5e >
      • Custom Crafted
      • Expanded Invocations List