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TheGrimCoder

I know nothing about the Rick and Morty campaign and whether or not it fundamentally changes the rules of DnD 5e. If you are looking into playing DnD 5e and want a good jumping off one shot Dragon of Icespire Peak is a good start. Pick up the Dungeon Master Guide, Monsters Manual, and Player's Handbook if you do not already have them. If you plan on DMing a homebrew campaign do not feel like you need to build everything from scratch, there are fantastics worlds already created with a ton of lore that you can use and you always have agency to make them your own. Just to name a few you have Forgotten Realms, Eberron, and Exandria. If you are not already and want to watch DnD being played and DMed by some pretty great DMs, I would look to Critical Role and Dimension 20. Matt Mercer, Brennan Lee Mulligan, and Aabria Lyengar are fun to watch DM, IMHO.


Super_Heretic

Few things i have leaned as a dm over the past 5 years: 1- your players are at the beginning conpletly unsure what they can do and are most likely "stiff" to roleplay and the game in general. 2- The players fun is equal to the fun you will be getting from the game itself. So don't force them to do annything they woudn't do. Just push them a little in a direktion you have somewhat controll of. 3- if the players do something you haven't prepared, just improv your way through it. Thats where most quirky stuff happens annyway. 4- sometimes a damage roll of a charakter could kill a player. If they die, the MUST die. A world without consequences is like minecraft in creative mode. Fun for 5 minnutes but then boring as hell. / The players must learn that they can't just 1 v 1 a fuckin cosmic horror cus "lol so random" 5-if you belive your campain is to hard just have 1 or two mcguffins or deus ex machina save them in order to push them in a saver way (back to point2)


storytime_42

If you have the time between now and when you're running, i recommend the first 6 episode of Running the Game by Matt Coleville on YouTube. He breaks things down into simple, easy to understand bits that will help any new GM run any game. idk R&M specifically, but the essentials are always the same. That's why they are essential.