| Post/Author/DateTime | Post |
|---|---|
| Chocolate_Lobster07-13-07, 03:59 PM | Hey guys... I'm having problems conforming to things that my players are trying to do in my campaign... I'm creative, but it's difficult to come up with these random ideas for them to stay excited and into the campaign... I was just wondering how most of you prepare for your campaigns in terms of planning... If this thread already exists can you redirect me? I'm a bit of a n00by... |
| darkneolink07-13-07, 04:13 PM | well... I ussually find out what they want in the first session (because I'm too lazy to ask them before that) the first session I usually do the party departure from the little town they are but you have to think about some stuff -Classes: if you have more Rogues you might want to stay in a city... Rangers and Druids to protect the wild... a Pally to destroy Evil -Alignment(G-E axis): most Good a town in need... most Neutral money... most evil... You don't play in evil campaign untill you feel that you and your group is mature enough (after that world conquer is a nice long-term objective... also Godhood) -Alignment (L-C axis): most lawful law enforcement... ancient japan (honor and all that jazz)... subterfurge within chruchs (if Cleric) Neutral... wel... I can't think in anything specific... Chaotic against Tyrants... pirate campaign... maybe Gangs of NY style -what they say they want: nuff said I wish you luck |
| Kirbinite07-13-07, 04:19 PM | The encounter resource thread at the top of this board is helpful for yanking things up quickly. I've got my world built out a bit and depending on which areas they're heading determines what I'm planning. For the most part I like to have a list of rumors ready to give out as small talk at inns or whatever, Some of it as possible current plot hooks ('that stupid hydra's back in the lake'), others that will eventually be a plot hook ('this goblin tribe moved there'), to stuff that just doesn't matter ('omigosh, a recent shipment of fine silk came in'). Once you get the feel of the campaign you can plan a bit more, PCs typically make it apparent which hooks they'll bite and what they're goals are. Good luck! |
| Lazigothi07-13-07, 04:22 PM | The DM isn't the only one in the group. Try talking to the players to get ideas from them. They should have motivations and goals, and they should let you know what they find exciting and fun in a game. If they like cities, then leave out the wilderness. If they like naval encounters, then leave out the Underdark. This should help significantly to create a base of operations when planning adventures. Knowing where the players would enjoy as the setting will make it easier for you to limit the monsters, etc. Secondly, a good DM finds inspiration in other things. Take from books, tv, movies, canned adventures, and anything from actual history, modern current events, politics, etc. If one of your friends always talks about politics, for example, maybe you might consider spotlighting the gears behind the city's government, becoming involved with negotiations with trading companies and countries, illicit behavior and blackmail, laws that oppress people, etc. One example I have in my game. I really enjoyed the Psi Corp from Babylon 5, and so I created a political faction in a city based off of them: the Shadow Mind Guild. They are Fighter/ Telepaths that keep order on the surface but definately have their own agenda in the city goverment. Those that discover such agendas soon wish they could be put out of their misery. |
| Strange Guy07-16-07, 07:57 AM | I read threads on this forum, i review spells, monsters, items at my disposal in books, i watch movies and read novels, and most importantly i play D&d. Playing is the best way to learn for me. At this moment i have 2 games a week from 6:30 to 10-11 oclock and have at some point played 4 days a weeks, O_o ,had to stop after 3 months though as my girlfriend wasn't happy with this situation but mostly because i bought a PS2 :P. lol |