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In addition to making plot notes, it can also help new players to make notes on certain mechanics. If a player finds themselves forgetting that they have to reload a certain weapon, or prepare specific spells, write it down. Those who play spellcasters often find it helpful to write out spell descriptions on note cards, rather than flipping to the appropriate page every single time. The same may apply to weapons, magic items, and more.
One of the biggest mistakes a lot of new GMs make is spending an entire week obsessively planning out a whole city’s worth of NPCs and encounters and lore and maps and- oh god, the paper, there is so much paper everywhere. Take a breath. There’s something you need to understand about roleplaying: nothing ever goes to plan. So much so that the one-in-a-million time where everything does go exactly as you expected it to, you’ll be so taken aback that you’ll forget what your plan even was. More and more RPG books nowadays are filled with endless randomisation tables. Character names, random encounters, loot, enemies, towns, weather… Everything is available to you at the roll of a die and the reason isn’t just for preparation. These things are designed to be used on the fly! In the moment! During the game!
It’s surprising how attached a player can become to their character. People even grow attached to another’s character or an NPC (a non-player character which the DM creates and plays as). To combat the worry of losing an amazing character, try rolling a new one. Think about this new characters story, style, and personality. It’s not uncommon for a veteran player to have several characters they are excited to “bring out.” You can consider making this character a relative or friend to your other character. This way, should they fall, their memory lives on. Also, your character you can revitalize your character in a new campaign.
You shouldn’t feel bad about sitting down to GM and not having a full grasp on every rule in the book. If you’re confused about how something works in play, don’t panic. You can improvise what happens in the moment and check on the rule later, or even pause the game briefly to give your players a break whilst you read the rulebook. Whatever you need, just do it. No-one is going to be upset that you don’t have an encyclopedic knowledge of how the game works on day one. (If they do, they probably suck – maybe don’t play with them.)
The vast popularity of Dungeons & Dragons shows no sign of abating anytime soon. With new sourcebooks for 5th Edition still releasing regularly, and new players constantly picking them up, the fanbase only continues to expand. Unfortunately, it’s not uncommon for a new gamer, eager for an epic fantasy adventure to sit down at a D&D table, only to wind up confused, frustrated, and discouraged by a game they had hoped to enjoy. Read more info at https://dnds.store/.