| Post/Author/DateTime | Post |
|---|---|
| Samsbase06-26-05, 06:14 PM | [FONT=Arial Black]Hi I'm Samsbase and i'm starting a DnD gaming club using the forgotten realms rules. I have 7 other players and i've written a storyline for the first campaign using the campaign setting. What should i do now ? |
| Tempus66506-27-05, 03:47 AM | Either work out those details or start playing :) I think it's best to completely work out a first adventure if you're a new DM, so that you won't ahve to improvise a lot already. Improvising is good, don't get me wrong, but a new DM has many other things on his mind, especially with 7 players. Of course, having the players make characters is also a must if that hasn't been done yet. |
| Gallameed06-27-05, 05:01 AM | Backgrounds! Backgrounds! Backgrounds! Make sure you get each of your players to write a back story that covers the events in their characters lives so far and leads up to a good reason that explains why they are an adventurer, exile, treasure seeker, on a quest or whatever it is that motivates them into teaming up with a party of adventurers! This dosent have to be a massive epic, just a page with a few details like where they were born, parents, reasons/event that lead to them to become a wizard etc. Make sure you have all the Players characters modifiers for skills like: Spot, Listen, Search etc.... You should take these checks for the players behind your screen. As DM try and getting into the habit of making a photocopy of each players caracter sheet every time they level up, this way you have a back-up record of their old sheet, in case they are ever level drained by undead or if they are killed, it also helps for rolling checks behind the screen. Read everything you can, and always write a good introduction for the start of each game session, you should read this aloud to the players (while some atmospheric music plays to set the mood) this will give the players a moment to reflect on the events of last game, give them ideas and serve as a refresher. Try to put the spot light on each players character, give each one a 'movie moment' to remember from each game, make sure your story involves each character personally in some way. Dont get angry if things get bogged down or an adventure screws up, players never need to know and with a bit of magical 'DM dust' you can even out all the bumps behind the screen! :D Besides, sometimes screwed up adventures or the unlucky death of a treasured character can lead to a pretty cool story arch, if you explore it a little! |
| Lashan06-27-05, 08:53 AM | I also highly recommend downloading and reading all the FREE FR stuff. Where is it? Just go to the main FR page, then click on the DOWNLOADS section on the left hand side (maybe it's a sub-menu?). Then, at the bottom left is the OLD STUFF section. What I would do is to try to figure out where you are going with the campaign. Do you want long term goals? Do you have certain modules you want to run? A certain thing you want the players to accomplish? |
| CuttinCurt06-27-05, 10:08 AM | I agree with the BACKGROUDS, BACKGROUNDS, BACKGROUNDS. Ofcourse, have a good grasp on the first adventure before you start, but be plotting how to use those backgrounds in your next adventures. Every player wants to be personally involved in the campaign, and using the backgrounds is the best way to do that. Also, make sure the backgrounds are descriptive and give you some good info on why the characters are the way they are. And I know it will be had to get to every character with 7 players in your campaign, but do try, or incorporate a few backgrounds together if you can. CC |
| bobsan06-27-05, 04:19 PM | Be prepared to wing it. I can't emphisize this enough. Even if your sure you can keep your players in line (Especially when dealing with 7 players for a new GM) things can sometimes go in a completely different direction that you intended. One product I recommend to all GMs is actually NOt a WotC product (It's by AEG) but still a D20 book. That's a grey book called Toolbox. To me, this is a GM's best friend and can help out out if things take a different turn you were not prepared for. Also, keep an eye out for old 2nd Edition products. these books are great sources of information and loaded with all sorts of Realms goodness. |
| Samsbase07-04-05, 06:26 PM | Thanks guys I've started writing a story for my campaign and of course setup an amazon wish list for reference material..My wish list (http://www.amazon.co.uk/exec/obidos/registry/3KIG5N3LFNOZ2/ref=wl_em_to) Then i also thought about making a tree with all the possible plot lines and locations the characters go to. I need to get down to the hard core nitty gritty grinding work of this campaign. How do i go around physically creating it. Just bought DM guide II for 3.5E |
| Lashan07-08-05, 10:09 AM | One of the easiest ways to help build your world (dungeons, taverns, etc) is to completely pilfer from other sourcebooks. You could take a module from Dungeon, a download, or even a free downloadable one (legally) and change it around to fit your plot. Instead of the cult being for the Horned Toad of Icobod, change it to the main FR badguy that you picked out. This is a time honored tradition of using what material you have to save you a lot of work. |