| Post/Author/DateTime | Post |
|---|---|
| pjcurtis03-31-06, 02:02 PM | I'm Starting a Dragonlance Campaign from a module and I'm looking for advice on what preperations will help make the game run smooth and will make the game more enjoyable for the crew. Any help for a novice DM would be cool! |
| Rivelstraz03-31-06, 02:09 PM | Just some: -Don't add a NPC that is some kind of demi-God that forces people to do what he wants in order to keep the game running. -Set a target and a beginning, but let the players decide the means. It's ok if you have in mind several ways to have success, but players will always find some other ways. You got to be able to improvise and be ready for anything. -Make sure everybody have fun. I haven't played much in Dragonlance, so I can't give you more specific tips, but those apply to any DM. |
| pjcurtis03-31-06, 02:27 PM | Thats Good to keep in mind. As far as preperation goes what kind of things should I keep on my cheat sheet? |
| Rivelstraz03-31-06, 02:32 PM | Each DM has a style. As for myself, I write the plot (extensively), the NPCs involved, including description to read for the PCs, description of places, and between that, possible events (PCs being attacked by some grunts, a magical darkness that brings evil creatures, etc.) and then usually a map of a dungeon or something, since I tend to always include one (little or huge, depending the game itself) If you're starting, you should get one of the premade adventures and try with that, so you get some rhytm. Don't bore your players with unending descriptions, but even one or two lines of description gives some more life to the "world". |
| ogg20503-31-06, 02:37 PM | Let the players run amuck as much as possible. Don't have an overlying story line from which they must play the roles and cannot excape. Let them choose the path of going. You just try to lead them in the right direction with extra gold. |
| Darien_CR03-31-06, 02:39 PM | READ the DMG. |
| pjcurtis03-31-06, 02:42 PM | Sounds like I'm on the right track so far. The one thing I'm having trouble with is how much Info I put on my prep sheet about possible encounters. It seems that some encounters are simple enough and then others require extensive information. I guess that is something that comes with discretion. The campaign that I am getting ready to run is The Key Of Destiny. It is a three part searies that takes a set of characters from 1st to epic levels. |
| jaydubyadub03-31-06, 02:44 PM | Advice For A New DM? RUN AWAY! DON'T LOOK BACK! RUUUUUUUUUUUUUNNNN!!`! /drama |
| pjcurtis03-31-06, 02:54 PM | Lol :d :d :d |
| LugWrench03-31-06, 06:22 PM | Jotting down a few notes on a 'cheat sheet' is never a bad idea. Little stuff like the AC for some of the uncommon critters, any special conditions that may exist in various places (like an Unhallowed crypt), and if you feel up to it, keeping track of the passage of time. You dont have to track every single second, but marking off the passage of days and/or weeks. Be ready for your group to go galavanting off track, during the module, and attacking a gazebo. It happens. :P The phone number for a pizza place. I know of what I speak. Besides, promsing 'pizza xps' guaruntees that everyone gets something to eat during marathon sessions, and people get a little reward for their effort and money expenditure. This is more of a house rule than anything else, so your mileage may vary. |