Questions of a new DM (long post).

Post/Author/DateTimePost
#1

Nickywhat

Aug 08, 2014 9:40:20

So I figured I'd start this out with a bit of backstory!  I've known about D&D since I was a kid, I heard about it from other people and just terms thrown out from fellow kids in the neighborhood I grew up in (80's kid here), but it wasn't until my highschool days that I actually delved into my first D&D session (the kids I grew up with weren't into it).  So 3 and 3.5 Edition was where the magic really started for me, my highschool friends brought me over to their DM's place and had me create a character, explain rolls and the entirety  of playing D&D.  I was immediately hooked, especially when I had a chance to flip through the D&D books everyone had, so you could say I was captivated by it all!  We played all throughout highschool, so about 3 years it was D&D every few weeks here & there, well sadly once school ended so did my friendships.  It's just one of those things where we all split and went in different directions.  Along with that, my time with D&D abruptly ended, for whatever reason I didn't seek out a new group to get into or anything related with D&D.  It jsut sort of disappeared from my thoughts.

 

Well fast forward to this past year and i randomly had the urge to look up D&D, nothing to trigger it, no words from friends or even the internet.  So I looked up a lo and behold, not only is D&D still going on, not only is a new edition coming out...but of all things...it's being headlined by noneother than Tiamat, my favorite D&D deity (and possibly favorite character).  So I was instantly swept back up into wanting to get into D&D again.  So with that I figured I'd take my own stab at trying DM'ing, along with that I've gotten my Boyfriend into D&D.  His past experience wasn't a real D&D session imo, his friends basically threw him around like a ragdoll, gave him little freedom or any real part (his entrance was he appeared and died shortly thereafter).  I decided to take it slow (for both of us) and DM as a solo experience until not only are we both comfortable, but till we can find a good group to play with.  So I've already created and started an entire campaign for us both and it's hitting off really well and  I fell i've done a good job hooking him into my story ( which without any planning connects super wel lwith his character's backstory and I'm now having connect to Hoard of the Dragon Queen).

 I apologize for the long backstory, but I'm passionate about D&D , as are many here and where else can I post such investment then here? :D  Now, with that said I have several questions that I have no way of finding except for asking here.  I feel I have a good idea about setting up belivable worlds, stories and situiations concerning various topics & places...except one.
 

Question 1:  How can/should I go about creating a D&D campaign/story that is primarily set underwater?  We have a pretty solid set of Monsters/Creatures that dwell in the dark depths and potential for terrifying moments in the cold, dark depths...but how to make that work?  I've played a ton of sessions, seen and heard about personal stories from others and yet, not one was ever focused underwater or had the players face off against water creatures.  I'd love to utilize Krakens, Aboleths, Naga, Merfolk and Shaugin, but how to fully utilize them and their setting?  I don't want to just have a random pool of water for an encounter, or in a cavern and it houses a body of water (though a possible start or connection) but a "Ok this is the situation ...... you're traveling down to the depths of the ocean".  I mean how many games does the D&D community run that or the creatures contained within?

 

Question 2: How best to encourage players to think with their noodle, instead of giving up or overlooking small, key things?  Example.  I had my BF fight against a monster that easily and constantly poisons him and after he was successfully poisoned he got a little upset and figured he was gonna die.  Well, earlier i had an npc give him a bag of provesions.  Initially he was told by a different npc that he'd be given food for the quest's journey, but the npc that was to give him some, was kinder and gave him a little extra (being a kind spirited npc) but not once did he think to look inside and rather than have him die to poison...I hinted for him to make sure he checked everything.  I basically gave him a free pass and because it's his first real session I'm ok with that.  But from here on out I'd like to not go that far, nor do I want a great game to end by that sort of situation.  Death by a trap, monster or a really bad saving roll I'm fine with.  

 

Question 3:  This is really just a mirad of mini questions with fine tunning and perfecting the aspect of being a DM and story teller/creator.  How long is too long for a game's campagin?  How best to transition from a epic set of events to something a little more low key (stopping a profane ritual to contact and summon a powerful demon, to doing small tasks like thwarting Orc attacks or a simple dungeon expedition?  Lastly, how best to have the right amount of npcs to populate your worlds, but not have them seem like filler slots (not counting important, plot npcs)?  I know that's more on my part for crafting the setting, characters and purpose but I'd like to have more npcs.  Currently have like 3-5 in my game that aren't integral to the bigger picture, with about 8-9 that are and it personally feels too small >.<!

 

#2

iserith

Aug 08, 2014 11:59:42

Nickywhat wrote:
#3

Shiroiken

Aug 08, 2014 14:39:01

First of all, welcome home. 

 

Nickywhat wrote:
#4

Thank_Dog

Aug 08, 2014 15:18:07

Attempts Summon Aeolius spell.

#5

dippyblonde

Aug 09, 2014 2:40:17

As for question 1, I know for version 3 or 3.5 there are rules in a book called Savage Species for genning up special races for breathing underwater, which is what your characters would need if setting an entire campaign under water.  Stormwreck (v3.5) would also help. 

 

As you've posted in the versioon 5 bit of the forums, perhaps having the characters as merfolk, which I'm sure will be covered in the Monster Manual.  Not sure when the Monster will be out for you, if it isn't already.

 

Just a couple of notes on underwater combat.  As has already been stated, combat will be in 3D, so attacks from up and down will occur as well as the norm.

 

Crushing weapons will do less damage due to water resistance.  Heavy armor etc, will interfear with swimming and the like

 

Terrain:  instead of having trees in forests etc, perhaps having kelp farms etc, which serves the same purpose.  Might also want to put in things like shipwrecks at the bottom of the sea, which can be used for plot hooks and adventure sites for landluber treasure.

 

Crafting weapons and armor become more difficult using steel etc, as you can't light a fire for a forge under water

 

My husband's bit of advice is just turn the basic races into merfolk.  If you haven't got the monster manual, perhaps just converting them over to say instead of having a landspead of 30ft, have a swim speed of 30ft instead.  And instead of breathing air, breath water instead.

 

#6

Akeisha

Aug 09, 2014 10:30:48

Nickywhat wrote:
#7

bawylie

Aug 10, 2014 7:37:15

If you're starting, don't worry quite as much about a campaign. 

 

I run several campaigns but I do it in 6 episode "seasons." Like TV. 

 

So the Pirate Game is on season 2. 

The Apocalypse game is on season 3. 

The D&D high fantasy game is on season 4, etc. 

 

then instead of worrying about the larger campaign, I only have to deal with a six episode story arc. Usually put something big in episode 4 and something very big in the season finale. 

 

Use tropes to your advantage!