| Post/Author/DateTime | Post |
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| Cowjuicer03-01-08, 12:26 AM | I am DMing for two level-3 PCs. They are much more inclined to tales of treasure, hack and slashiness, and two-or-three session-apiece dungeon crawls than they are to long tales of adventure and lots of roleplaying. However, I thought I might be able to get them interested in this (due to the item's weird nature and the general strangeness of the thing.) I was recently at this link (http://www.wizards.com/default.asp?x=dnd/d20m/20060505a) and thought that it would be cool to write an adventure where the PC's are told of parts of an exploding "falling star" seen hitting the top of *insert nearby mountain here*, with other parts raining down across the world. Since the integrity of this mountain has always seemed to symbolize luck to the villagers (for example, an avalanche could represent bad fortune, early snows could represent good), the villagers want the PCs to investigate and see if any damage has been done to the mountain. If they agree, they could climb the mountain and find a spaceship (I would get stats for all this D20 Future stuff somehow). It's broken, it's battered, and nothing seems alive. They might have to fend off haywire robots as they journey through the ship. Eventually they could find the helmet for a suit of power armor (as described at the link) and it would communicate with the PCs, telling them to recover the other parts of the suit. Then they could go on a quest, braving dangers to recover the shiny suit of powerarmor from dragons who took bits as rare prizes and other similar things. Do you think this would be a good idea? Any advice will be greatly appreciated; I'm fairly new (~2 months of DMing) to DnD, but then again so are the players, with the same amount of time spent playing as myself. Please read this and let me know what you think.:) |
| Magrus03-02-08, 12:39 PM | It depends on the interests of your players. If you think they would be open to being guided to role playing more often, then by all means try it. Be prepared for them to not respond well, and yawn over it. Not everyone is interested in it. Personally, I prefer tactics over hack and slash or role playing. As far as the ship idea, do they have an interest in future type things? If they do, go for it. If not, DnD is a medieval fantasy game, people play it for that flavor. Taking them out of that flavor may ruin the enjoyment for them. |
| crwydryny03-02-08, 01:59 PM | back when i used to play 1st edition I had a simalar group. they though a quest was a waste of time unless they got 100,000 gold each, 30,000 gems and jewles and enough magic items to equip a 3rd world army. not to mention enough orcs to kill that they go up a level or two. and when it came to puzzles none of them tried to work them out they usually just decided run through and risk traps. it wasn't until I added the rule that they would get experience for trying new things or roleplaying that they even considered such actions. my advice is to balance the rewards with actions and slowly introduce them to the roleplaying side. or you could do what my brother's friend did when he used to DM, if you don't try to comunicate with the *insert monster of choice* or use tactics that didn't involve charge in swinging the big sword you would get a XP penilty (such as 1/2 experience for the kill) so those that used tactics or tried to roleplay situations would advance quicker. the problem is if your players like the hack and slash adventures over the tactical they could quickly get bored and quit if they don't get their quota of kills for the particular adventure. so you have to find a balance that both you and the players find enjoyable |