| Post/Author/DateTime | Post |
|---|---|
| Hammadryus01-30-07, 03:53 AM | Here is my problem, i accepted to run a campaign for the first time basicaly because our DM want to be a Pc beacause he's ALWAYS DMing and the characters are done. The thing is i'm not gonna be able to use my first idea for the campaing white these character: first: fighter1/rogue1 (future shade hunter prestige class) human(Cormyrian) Son of noble, at the age of 15 most of is family got killed by zentharim in the desert of Anauroch, the Bedins tribes attacked Zentarims weakened by the mercenary is family employed. After 10 years living as a real bedin he decide to return to is country and discover that Tilverton as been destroyed. second :Knight 2 (future purple dragon knight) human(cormyrian) In a small group of 7 soldier of pure cormyrian patriot patroling the Cormyr borders he meet the first character half-way from Arabel to Tilverton and witness Tilverton new's I want to base the canpaing on shades and Cormyr but i realy cant manage to get a good idea! Please help me to find a great campaing history! |
| kelcimer01-30-07, 11:01 AM | Your first concern is running a good session, before it is about doing a campaign. For your first couple of sessions it would be enough to establish one town (I'm assuming Tilverton), establish a few NPCs, and deal with misc. low level threats like bandits, orcs, goblins, etc. Nothing heavy plot oriented. This is the time for your players to figure out who their characters actually are now that they've hit game, for you to understand their characters, for you to figure out aspects of DMing, for the players to understand you as a DM, etc. I suggest taking it one session at a time. Once you have a few under your belt then worry about larger plot elements. |
| Red_Wizard01-30-07, 11:28 AM | Keep it small, and keep to pre-made modules. Theres quite a few on here alone, and dozens more if you search google. Get a feel for what a good campaign comprises from the modules, and then work them all together with a strong under toned plot, that can set you up nicely for your ideas later. |
| bitter thorn01-30-07, 12:23 PM | Get a feel for your players (and thier PCs) strengths and give them plenty of options for using those strengths and getting "spotlight time". This doesn't mean that everything has to play to those strengths (far from it), but it sucks to put a character together and rarely be able to do what you are good at or enjoy. Make sure you have some kind of balanced group. for example it blows if everyone in the group makes great characters, but theres no healer in the party and you have TPK in the third session. Story wise be aware of the larger goals that PCs have, and make sure that they have a fair shot at advancing those goals. On the other hand don't be afraid to side track them with subplots and sidebars that might be just plain fun and help the PCs develop more sobtle aspects of thier characters. Most importantly, find out what's fun for the whole group. If they want to hack and slash, plot, fast talk, shine heroicly, kick in doors, play politics, or chase skirts that's great. Your first priority is to have a good time. I think an in depth setting to play in will help, so keep asking questions and developing your part of the setting and the rich characters that populate it. Good gaming!;) |
| Bones198001-30-07, 12:45 PM | Being a relatively new DM myself, thanks for your posts as I could use the help. What good new adventures are worth getting? |
| megeddo01-31-07, 06:41 PM | Hey there, Yah getting your game started is the hardest part, only in the fact that it is actually the simplest, you just don't know it. Expanding on Kelcimer's idea. Have the first few sessions be non-plot related. Come up with adventures that last one or two sessions each. Just think of something fun and expand on it. If the first few sessions end up being against orcs and goblins in the area, expand on it later by saying the reason the orcs and goblins are being troublesome is they have congregated in large numbers in a nearby valley, excavating an ancient Netherese site. They are being controlled by several shades who are overseeing the excavation. The party won't know these specific details, but thats where the mystery comes in. Your party needs to find out what is so important that such an operation is taking place, who is in charge, and what danger this poses to them and their country. So they will no doubt crash the party somehow, by forcing their way into the site, or by sneaking in, whichever is more preferable. Regardless, there is a very specific reason why this site is being excavated, and the future of Cormyr is in danger because of this mystery. My advice is to always leave your adventures open ended. Do not have a conclusion. Merely have a consequence for the player's failure, and a heroic outcome should they succeed, and then go from there. You dungeons should rarely have a beginning and an end. They should have some kind of function the players have a chance of relating to, and they should be well populated with traps, puzzles and monsters, as well as a LITTLE bit of history. Like the DMG says, some of your hard work will be overlooked by the players, but such is the price of success. |
| Forestall02-01-07, 04:58 PM | Everyone has really good ideas. Your PC's have good backgrounds and cool concepts. Seems like your set up for that cool new Cormyr book thats coming out next month. 4th-8th leve, your almost there! Good luck with your game! |
| Hammadryus02-01-07, 09:44 PM | Thanks everyone ! I will use all these tips and ideas wisely, hope there are many more to come :D Its realy helping me;) |