| Post/Author/DateTime | Post |
|---|---|
| swichfang12-21-05, 02:24 PM | As a early Christmas present I got some Eberron books. It will be my first time as DM and the players are used to playing in Greyhawk and Forgotten Realms. At the moment I have the Eberron Campain Setting, Sharn City of Towers, Races of Eberron, Magic of Eberron, and Explorers Handbook as well as all of the published adventures. I was hoping of using The Forgotten Forge as a kicker and following it with Shadows of the Last War. I need advice on what options to allow the players and what to look over (I am new to Eberron). All coment good and bad are welcome. :confused: I am really new to the site but have played D&D 3.5 for 2 years now. ;) |
| Rocksa12-21-05, 04:25 PM | I don't know, I've always thought that the most important thing to keep in mind is that Eberron is pulp, so, yeah, just remember to keep the action over the top. Make the PC's fight an iron golem at first level, but keep them in mind of the environment, like, say, make them fight it over a crumbling stone bridge that hangs over some black abyss. The PC's haven't got a prayer of defeating it, but they can just find a way to make the bridge drop away. Just keep it over the top, make sure the PC's know that the tables aren't just there for description, they can hop up on them for a +1 to attack, they can flip them over and use them as makeshift towershields. Likewise the chandeliers aren't just for fancy decoration, their there to be swung from in swashbuckling glory. Same goes for anything in the environment, make sure the PC's know that the stuff is there and that they're free to use it. |
| Good Agnostic12-21-05, 06:34 PM | OP, Sounds like a great set of gifts. There are plenty of threads here and elsewhere for advice on running your first campaign. Off the top of my head: 1. It's always easier to go from tighter to looser, than looser to tighter. That is, start with a small list of approved sourcebooks. This is your first time as DM, having a short list of approved products is preferable. Write down what books are allowed. Allow no exceptions. When you are comfortable, and you want to use more sources, add to the list. 2. Write out the character generation system. Points or rolls? How many points? All PC's must be good? All PC's must have interconnecting backgrounds and be team players? 3. Write out any houserules to the approved book list. For example, you allow the PHB, DMG, the "Complete" series, and any published Eberron supplement. You then state, "Leadership" feat does not exist. The key is to start small. Do you have any area where you feel ill prepared? When I first started to DM, I didn't think I could really adjudicate combat. So, I asked the players if we could run some X-Men style "Danger Room" scenarios. We did, it was fun, I became comfortable running combat. Good luck! |
| Pocalem12-21-05, 07:33 PM | Also, 4)Think about what classes/PrCs can't be taken, under anything less than stellar reasoning. 5)Study the map of Eberron to pick good places for your adventure, and get to know the general terrain of areas incase of sudden, unexpected changes of locales by players (ie Orien teleporters) 6)Try to think how long you plan on DMing, and thus how hard/easy it will be to level up. If you plan on just running it weekly for a couple of months, plan for more levels per session than just 1 or less, to allow characters the chance to use more of their higher class abilities Just my opinion, and note that I have yet to DM/play (starting in Jan) Eberron, but most tips for DMing in general would apply |
| PoeticJustice12-21-05, 11:56 PM | 1) Don't Panic. Players can smell fear. 2) Bring a towl. A metaphorical towel which, in this case, is a rudimentary understanding of Grapple, Spellbook, and Overland Travel Rules. If you know the basics of somewhat obscure rules and enforce them, players will be more willing to forgive a mistake later on in your campaign. 3) Don't expect them to know diddly about Eberron. My remedy: A first level Halfling Magewright bearing the least Mark of Hospitality can guard their things, lock their doors, carry their stuff, and most importantly, tell them everything they need to know (which Dragonmarked house should we buy mounts from? Where is Sharn?) for a piddling 12 gold a day. |
| Kaoru Nagisa12-22-05, 01:33 AM | Well, interesting. As another relatively inexperienced DM who is preparing to send my players through the Forgotten Forge (and then Shadows of the Last War. It looks so... deadly. I like that a lot.) I'm finding this stuff useful as well. Particularly the halfling idea... I'll make sure to offer that. Mind if I steal the iron golem thing for a later campaign? That'd be the perfect way to start one... |
| Saurenda12-22-05, 03:16 AM | Beware the dreaded DMPC. For it is uneeded. Try giving them an Eberron primer. This will help introduce them to Eberron instead. Then give them an npc they can get attached to, and have it betray the party. Intrigue and betrayal while fighting. Intrigue and betrayal while fighting on the rooftops in Sharn. Intrigue and betrayal while fighting on the roof of a Lightning rail. Repeat ad nauseum. Travel. Even if it is just in Breland. Show warforged characters people can hate and love them to different extremes. Read a few more threads here on the boards. Sooner or later you'll find ideas you'll like. I recommend Doog's adventure seeds, and the 'Ask Kieth Baker' thread. Chances are the books will help, but the boards reienforce and expand on those ideas. |
| Missekat12-22-05, 02:03 PM | And if you by any chance want to throw the Mournland at them, (and you will, if you follow the official adventures series), then try out the 1001 Mournland Horrors. It's terriffic for scaring the pants of your players, and inspire nasty surprises. |
| Count Nerindil Van Seraph12-22-05, 06:09 PM | And if you by any chance want to throw the Mournland at them, (and you will, if you follow the official adventures series), then try out the 1001 Mournland Horrors. It's terriffic for scaring the pants of your players, and inspire nasty surprises. Sweet fancy Moses, I love that thread. Try giving them an Eberron primer. A good source for this is the index in the Sharn: City of Towers novel (not the source book.) Also a very good read (despite the typos) and, if your players are big readers, have them read Sharn: City of Towers and follow it up with The Binding Stone. The former does a very good job of portaying the dark, gritty, Noir style of the setting. The latter is the absolute, over the top, balls to the wall (pardon the french) action. It will give (at least some of them) the uncontrolable urge to play a shifter. This is not a bad thing because, IMHO, shifters are the best thing to happen to D&D since dice. So I'm a fanboy. Sue me. A first level Halfling Magewright bearing the least Mark of Hospitality can guard their things, lock their doors, carry their stuff, and most importantly, tell them everything they need to know (which Dragonmarked house should we buy mounts from? Where is Sharn?) for a piddling 12 gold a day. Also a good idea. Seems like there would be much fun to be had with this... Then give them an npc they can get attached to, and have it betray the party. Ah, there it is. :plotting: :evillaugh |