| Post/Author/DateTime | Post |
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| darkdragonk06-22-07, 03:22 PM | Okay so me and my group have been playing for about a year and a half with different DMs. We've always tried the big story campains that always sound good in the begining but fall apart in the 1st or 2nd adventure. So I've taken it apon myself to be the next DM. I think its time to just do the simple stuff that most people start with. Sure I wish we could have the big awsome epic storys I've read about on these forms but I feel we have to work up to that. So i'm going to run a sieres of dungeon crawls to start of this campain. So my question is: how do I go about linking the dungeons (or different parts of the same dungeon) together. I want to have a semi-consistent story arc while not having a big important story yet. If any of the more expierienced DMs want tell me how they went about gettin there first adventures to work that would be really apreciated. (Also putting in "What's a DM to do?") |
| BroadStreetBully06-22-07, 10:58 PM | Sometimes it helps getting a few of the smaller modules and running those first. For instance, Whisper of the Vampire's Blade and Grasp of the Emerald's Claw (both Eberron) are designed that they can be run back-to-back. Then, after running those two, you would have a much stronger sense of the Eberron setting, and could use NPC's that have already been introduced, and come up with some fantastic story arc of your own.... If you run a couple of pre-made modules first (or one larger module, such as Red Hand of Doom) before you begin your Super-Big-Grand-Epic-Adventure-Arc, it will feel grander because the PC's will have already accomplished something. They will be more attached to the characters at that point, and will have a pretty hefty stake/investment in the campaign world because they've already saved it once or twice. The combination of those aspects will make your Super-Grand-Story-Arc feel even more epic, because the characters will care about what happens that much more. Basically, the more attached a player is to a character, the more important and epic the adventure feels. And it's hard to feel attached to a character/setting/party/etc. after just a few sessions. |