D&D does combat well. It can slow down time and can be more or less crunchy than you like, but it definitely creates aa play area that a new DM can handle during a session. Unfortunately, while the books talk about the other two pillars of roleplay, there isn’t a lot for the new DM to latch onto to understand the best way to run a seamless session.
In this episode, Tony, Chris, and Dave sit down to answer a listener question about the best ways to create and run all the non-combat encounters that the characters will become involved with and how to develop them beyond “roll me an x” situation.
1:15 DM Dave reminisces on the Time Life Rock ‘n Roll Era CD collection.
3:15 Listener question: a new DM asks about the best ways to lend gravitas to non-combat encounters without it just boiling down to a dice roll.
4:38 Tip #1: What do your players like?
5:30 Tip #2: Prepare ahead and let the players guide the movement forward.
6:50 Tip #3: Get comfortable with being uncomfortable.
11:15 Tip #4: Mini-games are an easy way to let the players roleplay while also rolling dice.
12:45 Tip #5: The evolution of the game reflects the evolution of DMing… give yourself some time to develop.
14:00 Tip #6: Lean on some resources that help newer DMs to understand how adventures can run between all the pillars of play.
15:11 Tip #7: What are the characters objectives/mission/quest? Let that guide you.
18:20 Tip #8: Story prompts and campfire tales… fuel for roleplay.
20:00 Tip #9: Go easy on yourself… you will screw up.
23:30 Tip #10: Rest times are a great time to spur talking amongst themselves.
24:40 Tip #11: The Lever NPC… use them to spur forward momentum.
25:50 Tip #12: What do your favorite movies, series, and books do to create “non-combat encounters.”
26:45 Tip #13: Narrative side quests.
29:50 Tip #14: Skill Challenges.
33:35 Tip #15: Create Open-Ended scenarios… developing inciting incidents.
37:15 Tip #16: “Sandbox” and “Railroad”: It’s not either/or… it’s always AND.
39:12 Final Thoughts.