Advise/ Suggestions? [Archive] - Wizards Community

Post/Author/DateTimePost
The-Half

06-18-04, 03:42 PM
I posted this on the Forgotten Realms board and got no replies. Hope you guys can help.

I am wanting to start a new campaign in FR.

I have only Dmed 1 or 2 side adventures for a campaign I was already in.
So should I try and get experienced players, new players, a mix?

I am 26 and want to run a realistic, no PG rated game. Should I only allow people over 18? Or allow exceptions for those under 18 that seem mature enough??

FYI: Ill be putting an ad for my game at 1 of the MANY local gaming stores in town in order to find players.

I’ve only played 3.5 for the last 9 months, but played 2e all through Jr. High & the first 2 years of High School (until sports & girls consumed all my time LOL.). I’ve also read dozens & dozens of FR novels since I was 12 and have played all the FR computer games.
So, do I have enough experience??

I’m planning on starting my players captured in a mountain hide-out in the NorthWest mountains of Cormyr, by a 3rd Level Necromancer who is working for higher up twin drow sisters (located at the main base somewhere else). There are a few of these hideouts around the Cormyr-Dalelands region, and their purpose is to kidnap local peoples in order to try a new experimental poison that if perfected will wipe out a small village in 2-3 days. Thus leaving each village to resistant free plundering by the drow sisters and their gang.
That’s all I have at this point but of course will expand as I go.

Is that enough to start on??
How many adventures/side-quest should I have prepared and written out before I start???

Any constructive criticism, suggestions, or comments are appreciated.

The-Half
Black Kitten

06-18-04, 03:53 PM
Well,

I am rather liberal in my games so other people may not totally agree with what I say here.

First: Allow players who are mature enough. I don't think you can define the PG rating too well over ages. (though I must admid they have a different system where I live). Most players of 15 or older should be able to take on all the evil and gore that exists in the world (to my experience). You could rather recommend looking at the other players that apply. If they're all back in their twenties and male, a 16-year old girl may find herself at odds with the other players.

Secondly I would take on a group of both new and experienced players. My own game has one seasoned player (PlaHa is in his head), one or two players that are rather experienced (PlaHa basics in head), one who's not experienced but learning fast (PlaHa being incripted as we speak) and one on who the rules bounce off like rubber bullets. It works rather well. (even the latter player)

I tink that you will need the first session to see what kind of players you have and anticipate on that. Since I am not the kind of DM that will place a group of fighters with low intel in a dungeon where they will spend most their time avoiding traps and solving hard riddles.
WhtKnt

06-18-04, 03:57 PM
Originally posted by The-Half
I am wanting to start a new campaign in FR.

I have only Dmed 1 or 2 side adventures for a campaign I was already in. So should I try and get experienced players, new players, a mix?It depends on how plentiful players are in your area. Here, I take what I can get. New players can be every bit as entertaining as experienced players, so I'd say this boils down to your decision.I am 26 and want to run a realistic, no PG rated game. Should I only allow people over 18? Or allow exceptions for those under 18 that seem mature enough??Again, your option. How mature is "mature?" If we're talking handouts demonstrating gratuitous sex and/or nudity and graphic description of sexual activity or violence, then you should probably keep it to 18 and older. Otherwise, why not let teens in?So, do I have enough experience??We all have to start somewhere. When I began DMing, I had zero experience. I'd never heard of the game, and had only read briefly through the rules. I've been DMing now for 26 years.Is that enough to start on??Sounds like a good starting point to me.How many adventures/side-quest should I have prepared and written out before I start???More than you think you will need. I say that in all seriousness. Players are fickle little :devil: and wil take off on a side-quest on a whim. You can never be too prepared, but you can never be prepared enough, either.
Cambysoup07

06-23-04, 03:49 AM
I just wanted to comment on the age situation. When I play D&D under the 40-some DM, we play with a 10 year old, 14 year old, and 4 15 year olds, and it gets along great. We've learned that if we joke around too much then we pay the price with more chalenging encounters. So my suggestion is that you give them a full gaming session (that is if you think they're ready in the first place), and if they screw around too much either boot them or kill them while the higher level PC will be fine
Cambysoup07

06-23-04, 03:51 AM
correction, change the 10 year old to 19 year old..damn keys confuse me at 4 in the morning
Gothic_Demon

06-23-04, 06:52 AM
Personally, if you want to run a non-PG rated game then be careful of allowing under-18s to play. Their parents can get quite upset with the idea of them playing games that involve certain themes, and that can get messy for you. A friend of mine did this and nearly got into very serious trouble with the law...

What I would suggest is that you either start with a PG campaign, and slowly build the mature content to an acceptable level, or start with over-18s only, and see how much mature content actually goes into your games; that way you should hit an acceptable level and use that to see if under-18s should be allowed to play.
Cyricist

06-23-04, 10:32 AM
I started DMing at 20/21 and have about the same background as you, The Half. All I can say on the experience bit is: it will do!
You'll have a lot of fun because you'll be very able to present a living 'real' gameworld (considering you're a good storyteller of course).

On the age issue: Gothic Demon has a point, but it also depends on where you live. Here in Holland folks are in general very liberal when it comes to graphic violence and (especially) sexual related issues, even in games. But if I was ever to DM in the States, for instance, I'd take the stricter social rules into account. If you want to play safe, play 18+ with 18+ year olds :)

The plot defenitely sounds generally appealling to all ages though I have no idea how the action/roleplaying ratio will be from your description. Again, this slightly depends on which players do what, so when selecting your players be very clear about your game: will it be more hack 'n slash or more roleplaying heavy, or perhaps somewhere in between.

Just my 2 coppers :cool:
hekker

06-23-04, 10:51 AM
A friend of mine did this and nearly got into very serious trouble with the law...
How the # can you get in law troubles while playing a GAME, where everyone can leave if he/she doesn't feel comfortable with it (unless your friend was constant IC sexually harassing someone, but this should also not be done to anyone eiter under or above 18).
JUst tell the players that if they aren't comfortable in your game they're free to leave. If you ain't forcing anyone to play, I don't see any problem with letting underage people (15+ or something) into your game.
Gothic_Demon

06-23-04, 12:03 PM
How the # can you get in law troubles while playing a GAMEHere in the UK a person under the age of 18 is considered a minor, and are protected by certain laws. My friend nearly got in trouble (he was DMing) because a father of one of the girls who played with us felt he was actually trying to use his position to get something else. That's called grooming in the UK and carries a prison sentence amongst other things.

That wasn't the case, but 'adult' themes, whilst the players might have no problems with them, other people might (especially parents). That's why I suggested being careful.
Autosponge

06-24-04, 12:55 PM
Yes, yes. Beware the jail bait. On the other subjects, your basic ideas sound good for *ONE* plotline. I suggest making at least three of these so you have something to fall back on if your players don't take your first hooks. You don't want to make it seem like you're forcing them into one specific adventure if you're starting a campaign. However, if everyone knows it's a one-shot, you can take more liberty with placing the PCs in certain situations.
torchflame

06-25-04, 05:56 AM
A few things:

1: Over prepare. Really. If you have the time to think stuff up, have plenty of it around. Players sometimes ignore adventure hooks, or avoid side missions, or would rather go monster hunting in the underground cavern than solve the murder mystery you had planned.

2: Experience is over-rated. Some experienced players want an experienced DM. But everyone has to start somewhere, and you're in better shape than I was. I started DMing having never played, heard of, or read anything related to, the game. I've been doing it for over ten years now. The bottom line is having fun, if everyone enjoys the game, great.

3: It's always nice to have a better reason for the party being together than "you're all sitting in a bar." I like yours, just be sure to have additional adventures planned out, since they may well wish to haul it out of there and not look back. I call it the "Warn the townsfolk and run like hell" approach, and it happens often with some players.