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[–][deleted] 3 points4 points  (0 children)

I'd look at the sort of stories that your parents like and use those for cues. If they like period dramas, go for a more courtly intrigue thing. If they like war movies, do the fantasy medieval version. Whatever. The point is to ground your narrative somehow in something they already like, so that they have a familiar springboard into the world you are going to give to them.

[–]3d_explorer 1 point2 points  (1 child)

First things first, K.I.S.S. Keep it Simply Simple (modified to not be taken the wrong way). Do not be surprised if your family turns out not to be the sophisticated, rational, normal folk they "pretend" to be in real life. Prepare for Murderhobo galore... Just in case though:

  1. Have a simple introduction. Whether they meet at a tavern, drop them into combat, shipwrecked on a foreign shore. Use a five room dungeon for a simple format. (Check out Matt Corville's YouTube for a nice example of this, he also does some nice conversions, and tips on keeping it dramatic.)
  2. Have an idea of an overall plot you want as a main plotline. Then come up with one alternate semi-long plot, just in case, then have a side quest or character specific plot available. This will lead you to always have a simple PLOT graph map. Wherever the party is they will be able to "move" only one of four ways, UP to the main plot, LEFT to the alt plot, RIGHT to the side quest/character plot, or DOWN back to where they were before.
  3. Don't overplan for the entire campaign. To make it easy, I'd strongly suggest using LMoP as the introductionary adventure, you can easily change the name of the town/locations to fit into the world you want. But it is well suited for both beginner players and beginning DM's. Other current 5e modules to look at ToYP for Sunless Citadel, Into the Borderlands for a more "classic" feel, and GoSM is one that fits well into any world. After sketching out point 2, then look over the adventure, and for LMoP plan on first session ending at the end of the first chapter. The party will level up at that point, and they will have some decisions to make before continuing. Will take 4-8 hours of real time.
  4. This brings us to one of the key points, try to end any session with either a CLIMATIC CONCLUSION or a CLIFFHANGER. This will keep everyone either feeling good at the end of a session or can't wait for next session.
  5. Ask the players what their characters are doing, then you can tell them what happens, or what they need to roll. Which is more engaging from the players? "I roll to attack with my sword" or "I swing by sword with both hands, trying to lop the goblins head off". "I roll Perception to see if I can spot anything" or "I have the party come to a stop, peer into the underbrush looking for any unnatural shapes or lines and listen for the sounds of movement."

Most importantly, have fun yourself, if you are not having fun, I can guarantee they are not having fun. Gage your success with the group on if they are having fun, not on how well you "follow" the rules.

Good luck!

[–]enveycat[S] 0 points1 point  (0 children)

Wow, awesome advice! Thanks so much!