| Post/Author/DateTime | Post |
|---|---|
| scudgod3108-01-07, 04:16 AM | Hi, I have been playing D&D for about 2 years now, in some extremely active campaigns, therefore, I consider myself fairly experienced, however, I have recently decided to flip the tables and DM. I already have my main story arc worked out, and I am planning on starting the party off in a battle (I have always wanted to roleplay one) when a friend gave me a pretty good idea. He suggested that i start all the players off in some kind of obstacle course/training right before the battle (since they are preparing for war). I was wondering if anyone could give me good ideas on creating one or if you have done anything like this in the past please share your ideas. I think it would be loads of fun and useful since I am expecting at least 2 of the players to be playing D&d for the first time. |
| Ace_of_Night08-01-07, 06:13 AM | If you're expecting some new players and want something like a tutorial, the best way to go is the same way games like neverwinter nights do. Make some kind of training area, and let them do some other task in every new room. Let them show one of the instructors how to cast a spell, let them attack a dummy, make a room with traps that a rogue has to search and disable, make a room with a few undead that a cleric can turn and make some try-out fights with either NPCs that hold back or with some very weak monsters (rats tend to be ok). Make sure you explain exactly to them how they can see whether or not they hit, how much damage they deal, whether they succeed at an action, technically just teach them what their character can and can't do, in a fairly safe and sheltered way. (though if they do stupid things like attacking the instructors, feel free to punish them, just don't kill them) After every part, ask them whether they understand what was taught in that room, if not, explain it again in a different way and let them do the little "test" again. Edit: You might want to consider giving some little reward at the end of it all, like a farewell gift from the instructors or something, so the players feel like they've actually already achieved something. Just needs to be a few potions of c.l.w., or masterwork thieves' tools for a rogue, a decent armor/weapon for a fighter, just about anything that's about 200 gold in worth each. It won't in any way kill balance in your game to give them 200 gold extra at the start, but it'll give them a sense of accomplishment. This might be a bit boring for the more experienced players, but in the end they'll be thankful that the new guys have grasped most of the basics in one or two sessions. Might want to explain to the experienced players though, before they get the impression that all of your campaigns are so dull. |
| scudgod3108-01-07, 12:47 PM | Thank you for your help, and yeah thats what I was pretty much thinking of doing. Also, the experienced players that will be playing I know very well so this wouldn't bother them, especially since one of the experienced players is the guy who suggested it. |
| BW022208-01-07, 05:36 PM | scudgod31, I was wondering if anyone could give me good ideas on creating one or if you have done anything like this in the past please share your ideas. I think it would be loads of fun and useful since I am expecting at least 2 of the players to be playing D&d for the first time. Well... I once had players compete in a 'cannon run'. If you've ever seen those military types disassemble a field cannon, haul it around, re-assemble it, etc. and then fire it. You might need to use a balista or something for D&D, but it works. Break the course into a series of physical tasks (usually strength, constitution, skill checks, or attack roles). For example... 1. Strength check to take the top off the ballista. 2. Two strength checks to lift the ballista and base into the cart. 3. Handle animal check to get the horses to move the cart to the cliff. 4. Do 15hp of damage to a wooden box using a weapon to get to the ropes inside.. 5. Climb check to get up the cliff. 6. Ranged attack roll from someone below to toss the rope up. 7. Use rope check to put the rope over the pulley. 8. Two strength checks to lift the ballista and base up the cliff. 9. Strength check to lift the balista onto the base. 10. Ranged attack role to hit the target. (Give them three shots) Pre-determine how many folks can assist each other on each of the stages of the race. You can add a river for a swim check, constitution checks for extended activities, etc. Have two or three teams going at once - say different units. Keep track of the times in terms of seconds based on the difference in the rolls. Make bets to make things interesting. |
| metalmayhem8011008-06-07, 12:43 AM | Lol my GM just did something like this. He said he got all his ideas from something Ninja. I can't remember the first part of the name, sorry. |
| Ash2Dust08-06-07, 02:14 AM | Lol my GM just did something like this. He said he got all his ideas from something Ninja. I can't remember the first part of the name, sorry. Ninja Warrior? I love that show, but everything would be a balance, climb, jump, or strength check, and if you want to be nasty about it, have a constitution check between each obstacle to determine if you accrue strength penalties. (Seriously, your worst enemy on the later courses is fatigue) Just doesn't sound much fun to go "Rolling Log obstacle? Roll a strength check to make sure you stay on. Bridge of Blades obstacle? Roll a balance check to make sure you stay on." and so forth. |