DM in need of some help and advice [Archive] - Wizards Community

Post/Author/DateTimePost
louhas

06-19-05, 03:56 AM
Okay, here's the lowdown. I have a big game for FR set for the beginning of July, and pretty much everything is together except for the starting adventure and setting. I have been considering the Dales, because that area is fairly central and tends to have a lot going on. I have had some experience with the Silver Marches from a previous game, and I also like that area, but I want to start differently. I was just wondering if you could share any good advice or experience on awesome starting locales and adventures. I'm a DM with only a modest amount of experience, and I have trouble with creating good low-level adventures for some reason. My campaign is probably going to be a balance between active combat and monster related adventures, and intrigue based things, so pretty much any idea is awesome. I also don't know if I should be introducing any major baddies in the beginning of the game or not. Probably not, however. Anyways, thank you in advance for your help.

The Forgotten Realms books my friend and I have put together for this game are: FRCS, Players Guide, Races, Magic, Monsters, Faiths and Pantheons, Silver Marches, Unapproachable East, Shining South, Champions of Ruin and Lost Empires. I plan to use a bit from each one.

Once again, thank you for any help that you are willing to give.
thorchilde

06-19-05, 10:22 AM
Just a short suggestion from a "seasoned" DM of Faerun. Start your campaign in the recent past, my current campaign is in 1370 DR. That way as your campaign progresses you can throw in tidbits happening around the world as they happen. Sometimes you can place the PC's in important battles or events that are shaping the world around them.
In my campaign the PC's are going to be traveling through Cormyr, and at this time the country is in great turmoil with the armies of the ghazneths. King Azoun IV is still alive, and I have toyed with the idea of placing the PC's near the battle with the "Devil Dragon".
Lashan

06-20-05, 10:38 AM
I agree with Thorchilde, but I would set events to the begining of the grey boxed set. That's me, of coures, though.

I would suggest the Dalelands. You can use Volo's Guide to the Dalelands and Cormyr for tons of adventure hooks. You can use the seven parts of that magic sword for a quest. There are even just short one-run plot ideas. You could have a whole campaign be about running around the Dales and just doing short adventures.
louhas

06-21-05, 03:18 AM
Thanks a lot. That would be relatively advantageous to start a little back, because then I can keep more in touch with the current events easily, and adjust to fit, or whatever. I was planning on tying something in to the Time of Troubles, with a little stint in time travel. Heh... I think this means I've been playing a little too much TS3, but hey, whatever's good for me, right? Also, I guess it's looking like it will be the Dalelands. Good stuff.
Lashan

06-21-05, 10:50 AM
I found that having a campaign before the Elven Retreat works really well. Most players like to play elves and they can be from the Elven Court. After playing a while with the elves around, it comes as a big shock if they disappear. Also, if you time it right, they can be some of the first adventurers to rush to Myth Drannor to loot it (if they are high enough level).

This time period also adds in Lashan's attempt to take over the Dalelands. It could be a real exciting time to go back to.
louhas

06-22-05, 02:59 AM
Yeah. That sounds like it could be quite awesome to play. My only problem here is that the people in my party appear to be sick of elves. So far, it's looking like I'll have a human barbarian, a gnome wizard, a human rogue and probably some sort of divine spellcaster (actually, she might be an elf or half elf). Anyways, thanks for all of the help. It's got the little clockwork gears in my brain moving, and the ideas flowing. I had honestly not thought about starting a campaign back that far. I figured 'hey, why not just start in the current time and try to go with the flow' or something.
Sammael_the_Chosen

06-22-05, 05:50 AM
I am going to go against the flow and suggest that you ignore all published information that doesn't fit your campaign concept and events. It's your game, after all, and it should focus on your player characters, not some contrived metaplot (like Lolth's Silence... ugh).
Lashan

06-22-05, 10:19 AM
I am going to go against the flow and suggest that you ignore all published information that doesn't fit your campaign concept and events. It's your game, after all, and it should focus on your player characters, not some contrived metaplot (like Lolth's Silence... ugh).

Yes. I fully agree with the above statement.

One thing that's great about starting so far back is that you can incorporate what ideas you like and ignore the rest quite easily. The events that you DO decide to play with will have more meaning for your players as they get to play through them (instead of just learning about the past with a skill check).
Ceridwenavery

06-23-05, 12:30 AM
I actually tried to post this last night (before I noticed the message about the boards being updated during that time). So, let's try again.

While the advice on when to start that's already been offered here seems sound, if you want my advice on HOW to start for low level characters, here goes:

1) Pick (or make) a small village in the area of your choice.

2) Preferrably in conference with your players, set up a couple of "scenarios" for why the PCs are there. It's nice if they know or know OF one another, but not absolutely necessary if they have a common external connection.

For example, in one game I ran, all the PCs were either young people who had grown up in the same small town or demi-humans (oops, dating myself there) that had external reasons for arriving in town. They may not have "known" each other well, but they had all had run-ins with a local bully that gave them a common ground.

Or in one island setting I ran, all the PCs were young people on the verge of adulthood that had gathered to make the traditional trek up the mountainside to meet with the Holy Leaders and be confirmed as adults. That way, they all had to be in the same place at the same time, and they had a common goal, but they didn't necessarily know each other before the campaign began.

The advantage of arranging something like that is that it gives the PCs something in common besides the next kill. (And, it tends to encourage more roleplaying because the PCs have met for reasons "normal" people meet--they live near each other, have common experiences, or need to work together to accomplish a "normal" goal.)

3) For the first adventure, put the "BIG" campaign concept on the back burner to simmer, and concentrate on task(s) that first level characters can achieve and will set the "tone" you want the team to demonstrate during the real campaign.

The first set of encounters for the island people were in order:

A) being harassed by a group of monkeys (which got away long before either side could come to harm);
B) killing and eating a small boar (Okay, a little mean of me, but they were a group of seven, not four, which lessons the CR difference quite a bit, but which yes, still nearly killed them because they had not learned to work as a team);
C) working together to climb a cliff (confirming the teamwork lesson);
D) passing the nest of a sacred bird without combatting it or disturbing it;
E) making it through an apparently trapped tunnel to the Holy Temple;
and F) confronting the "stragglers" of the party that had devastated the temple (which introduced our reoccuring villain group, and unintentionally also almost killed all the PCs).

Each incident needed all the characters to successfully complete it, but gave one of the PCs a chance to shine. They also repeatedly reinforced the idea that the group would have to work together or die separately.

From my experience (which goes back to when dwarf was a class), some basic things the average 1-3 level character can handle with some "help" from his/her friends and the "tags" in the encounter that bridge it into other encounters/a campaign:

1) Tracking down and dealing with a "normal" animal of appropriate CR (NOT a full-fledged Tiger unless you willing to make it lame, blind, or both) that's bothering flocks. Make it a creature not "native" to the area, and you've got the mystery of its origins to solve along with the hunt.

2) Helping someone out of a trap. In addition to the conditions of the trap, you have the mystery of who or what set the trap in the first place and for what purpose. Throw in a questionable or odd "victim," and things take on some interesting dimensions fast.

3) Don't underestimate Ghost Stories. Yes, if you pick a nasty set of abilities for the ghost and a nastier temperment to go with them, you've offed your PCs in a wink, but 3.5 rules for ghosts are one of the best adaptations I've found. Since ghosts have "something" keeping them here, even a low level party has a chance to "solve" a ghost without a lot of collateral damage. (There's a bit of the Scooby Gang in most D&D groups.)

4) Speaking of old Pulpy-type cliched ideas: never underestimate having the PCs all be invited (or end up going) to collect an inheritance. The journey can provide a multitude of incidents from broken carriage wheels to bandits to wild roaming beasts (all of suitable CR, of course), and it ties the PC all together--particularly if the inheritance requires "something" extra to be claimed.

Hope any of this was some help; and good luck.

P.S. It's reminded me of a couple of ideas for my current campaign, to it wasn't a total waste. :P
Muddman

06-23-05, 02:31 AM
Alot of people suggest placing the campaign in the recent past, and I can definatly see how that would be advantagous.

I go the ther way, however. Put them a few years ahead of the current timeline (1376 and so on). It gives me a little more freedom, and since pretty much everyone in my group runs at one time or another, I can make earth shattering things happen that won't effect their campaigns for a LONG time, if at all.

It also lets me decide what those cool year titles (year of wild magic, rogue dragons, etc.) mean. In my game, the year of rogue dragons ended (literally the last day) with a flight of red dragons, making an exodus north and disappearing into the winds and snow of the high ice glacier only to vanish. Alot of fun for me.
eye_sac

06-23-05, 08:19 PM
Like louhas, I also want to give my thanks. He's a great DM for a not so experienced party, and tries hard to keep us from powergaming. Your guys' help will make this game a lot more fun. So again, my thanks.