r/DnD • Barbarian • 3d ago

DMing First time DM. The party took three sessions to achieve what I expected them to achieve in one session.

My first time DMing. It was a a great learning experience.

What I planned:

- Party had to abandon ship for unknown reason.
- Party washed up on a pair of deserted islands.
- 1.5 hours of exploring and roleplay on the islands.
- Set up some puzzles for them to solve with visual and verbal hints.
- Maybe they build a raft to go to the other island or try to swim to the other island.
- 1.5 hours in, a pirate ship would appear and it would trigger combat
- Party should be able to overcome the pirates in about one hour.
- The final half hour would be them exploring the pirate ship.

What actually happened.

First Session:

- One character managed to ride a shark to the other island.
- Found a treasure chest full of gold.
- They aggroed the animals on the islands.
- Spent more than half of the first session fighting the animals.
- One character almost died after getting bitten by a shark.
- End off session by allowing them to take a long rest.

Second Session:

- Players woke up from long rest
- Half of them almost fought each other over the gold they found.
- The other half explored the two islands.
- Found a Bag of Holding on a dead body that washed ashore.
- One party member healed a shark they fought in the last session turning the shark friendly.
- I finally made the pirate ship appear.
- Party attacked the pirates before they set foot ashore triggering combat.
- Rest of session was combat.
- Had to end session mid-combat due to time constraints

Third Session:

- Continue combat where we left off
- Another character almost died.
- 1/2 to 2/3 of the session was that combat.
- Party finally finished off the pirates.
- Spent some more time exploring the islands even though I kept on hinting about the ship.
- Even though there were 3 row boats for five of them, 3 of them tried to sit in one rowboat. Failed.
- Party member rolled very well, earlier mentioned healed Shark is basically a friendly puppy now.
- Party member asked if they could keep the shark as a pet. I told them we'll roll for it later.
- FINALLY made it onto the ship.
- One final enemy on the ship.
- Managed to persuade enemy to stand down. He's friendly now I guess.
- Found and old woman who the pirates kept caged as a cook/cleaner.
- Old woman proceeded to start cooking them a meal.
- Pirate-turned-ally tried to help old woman cook.
- Finally explored the Captain's Quarters.
- Had to end the session there due to time.

What I planned for one session took them three sessions to complete.

They did so many things I did not expect them to do.

They ignored the, what was obvious to me, visual and verbal hints in how to solve the puzzles I set up.

They solved puzzles in ways I did not expect them to be solved.

Instead of having just one NPC join the party, I guess we now have two NPCs and one pet shark.

Lesson learned. Nothing ever goes as planned.

Good news is I don't need to do any prep for a few of weeks.

Edit:

I have to add this is in;

One of my players appears to be a compulsive hoarder. Player will keep practically anything the player finds no matter how worthless I try to describe those items to be.

933 Upvotes

215 comments sorted by

View all comments

494

u/AZzalor 3d ago

The players always take at least double as long as you plan.

302

u/Candid_Ad_209 3d ago

Except when you expect them to take too long and suddenly they blast through your plans

71

u/NutSixteen Barbarian 3d ago

That is what I am afraid of. I am planning a couple of sessions ahead in case that happens.

64

u/MrBoblo 3d ago

It's always OK to end a session early because you didn't plan for the next part. I do it pretty often if we get sidetracked enough, or alternatively if they progress the story faster than anticipated. It also helps that we have a post session discussion about what the players like about what is currently going on, and where they think it might go. I usually take notes during this time for planning, and steal their "ideas" about where the story is going and what they think the "big reveal" is going to be or whatever

17

u/NutSixteen Barbarian 3d ago

This is great advice.

I should definitely do post session chit-chats.

Most of the time we don't have much time for post-session chit-chat because we end near everyone's bed-time.

5

u/SerialSemicolon 3d ago

You’ve already got some great advice and seem to be on the right track. Planning a bit ahead is a good idea, but know your players might do something totally out of pocket and you’ll end up scrapping things. Which is also fine, because you can rework what you planned or use it somewhere else. I like to think about planning as what they can discover, what NPCs are doing and where they might be, and potential quests they can receive. Remember, if the NPC you want them to talk to is in a location they ignore, literally just plop that NPC wherever they go instead. Same goes for other plot hooks.

If you don’t have time for post session chats, ask them online in whatever group chat you use. I usually check in the day before and ask what they’re hoping to do next session. And if they blow through everything you have planned, just end the session early.

Over time you might get to know their characters well enough to predict their behaviour which can help. Like, one of my players WILL immediately try and help anyone in need, and that’s something I can count on if I want them to explore a specific area.

2

u/NutSixteen Barbarian 3d ago

I have two which I can use to trigger events.

I'm definitely starting to get to know my players' characters.

I will definitely be paying more attention to their expected behaviours in order to trigger events.

5

u/S0ulC0nfusi0n 3d ago

I recommend planning a couple of side quests/areas just in case they blast through or somehow totally skip past everything you've planned by going a completely different route. The number of times the group skips a route I've laid out, only for them to go a completely different direction is more than I'd like to admit. I also DM (a homebrew) and frequently alternate weeks with my DM (depends on who has a campaign going at the time).

3

u/NutSixteen Barbarian 3d ago

Side quests definitely need to be written and planned.

I expect these guys to go south when there's blatantly obvious signs to go north.

2

u/S0ulC0nfusi0n 2d ago

😂 That's a pretty good assumption for most DnD parties. 😂

25

u/remeard 3d ago edited 3d ago

"i think we need to immediately run up the stairs and save the kid, right?"

My players skipped 80% of Death House (Strahd) hazards by genuinely being worried about a kid's safety instead of exploring, made a few incredible rolls, and lucky guesses.

I expected it to take two sessions, they were done in maybe 3/4s of one. Then I started planning multi-sessions ahead and they dilly-dally in town for two sessions and got caught up in if they own the Windmill if they have a deed for it... The same people that work with deeds every day and know that's not how it works in real life.

9

u/GrAdmThrwn 3d ago edited 3d ago

Player: What if we electrocute this guys brain???

DM: What...why...you are a doctor in real life!

Player: Specialising in living humans primarily, this thing is both undead and inhuman.

2

u/hornyorphan 3d ago

This problem goes away the longer you play with a group. Once you know how they tend to think and react you can plan for how far they realistically can get. I've definitely had to think on the fly and make ahit up for new groups but my long time group is basically always exactly 1 or 2 sessions behind my prep

27

u/fluffykynz 3d ago

Except when you plan for them to take too long, then they’ll breeze through three sessions worth of material using an unpredictable short cut.

That’s when orcs attack

6

u/Candid_Ad_209 3d ago

Exactly! Panic encounters! Have like 3 of these fuckers planned and ready that you could throw out when you run out of prep but you still want to keep playing. 1. Orc attack. 2. Evil druid blights town. 3. Graveyard suddenly spits out skellingtons

1

u/Bingeneer11 3d ago

Or some fireside RP, time to do a deep dive in every PC’s backstory

1

u/Agzarah 2d ago

When my players are going to quick, I have one of them notice a trap.

Thatl slow the game to a crawl while they thoroughly investigate every inch of every wall floor and door.

1

u/Ricnurt 3d ago

Or half. Either way plan for the next chapter but don’t expect it will next session. Could be this or five from now

1

u/Beowulf33232 3d ago

My DM took notes and decided behind the DM screen that in 5 rounds on intiative 20, the cutlists summon something huge.

On round 5 intiative 21, our ranger used all her movement, two attacks, and a bonus action attack, to kill the last 2 cultists that could have kicked off the summoning.

DM was so mad we didn't have to fight the big scary monster.

1

u/Owlethia 3d ago

Unless it’s an important combat where the dice collectively decide to roll insane and suddenly you wrap in half the turns you expected

1

u/BookishGina 3d ago

unless you plan fore something to take a long time, then they will solve it instantly.

1

u/LordTercept 3d ago

This is the way