Saturday afternoon saw my first D&D game as a DM.
As long time sufferers will know this had been in the planning stage for a few weeks now.
Overall I think the session went ok. I think that the players had a good experience. They’d like a campaign and to create their own characters. That’s a positive sign?
What follows now is how I think I did, areas I can work on.
I was a little apprehensive before hand. Let’s face it I’m not Matt Mercer, so there was not going to be any dramatics and voices.
A few days earlier in the week Jonathan kindly printed off my notes for the session (see the link below). The notes worked really well. I found having the D&D spell cards on hand was useful too for finding what spells did quickly.
I think the initial inn and getting the party hooked could have been better. That definitely wasn’t as smooth as it could have been. Nor as role play as it could have been. Describing the occupants of the inn could have been better, especially the other patrons. Which didn’t get introduced at all. I was hoping the players would mingle. It was then I’d describe them.
I also think the travel to the dungeon could have been better. My descriptions could have been more descriptive, and vivid. Bringing the travel more to life.
Once we hit the dungeon I was happier with the way things went. I revealed the goblins too earlier in the first room.
Also once again the description of the tunnels although dark, could have had reference to noise, and smells.
I felt that the dungeon up to the “big” boss room had been maybe on the easier side. Although the surprise attack by the goblin patrol straight after they thought the combat had finished worked well. They were due to appear at the end of the second round of combat. Which just so happened to be the point when the goblins in the room had been defeated.

The riddle worked really well, and the players solved it opening the secret door. The players nearly didn’t discover the riddle. If they hadn’t searched the statue they wouldn’t have found it.
Having the player stats handy was useful. As was tracking their HP. It meant if need be I could fudge the damage rolls. Which I did do once or twice.
I tried to keep a hands off approach, and let the players discuss and plan without me adding my two pennies, or push them in particular directions.
The Dungeon Tiles Reincarnated were affective and helped the players a lot.
Hopefully some useful links for those thinking of doing the same.














A while back I shared 











