New Campaign, New Players, Suggestions?

Post/Author/DateTimePost
#1

johnnyarkham

May 09, 2008 8:29:21
I've been DMing for about 27 years, and a couple of my players are vets as well. The other half of the table are brand new to DnD.
I'm absolutely in love with Eberron *nuzzles campaign book* so I'd like to set my new game there.
Can you make any suggestions to help me keep the vets enthusiastic and fascinated, while making things smooth for the noobs?
Any help is appreciated
Thanks so much
Mr. Arkham
#2

elrodian

May 09, 2008 14:57:38
try City of Blood it looks real good and i think the new people can get it

http://www.wizards.com/default.asp?x=dnd/duad/20080509&authentic=true
#3

skrap-san

May 09, 2008 15:57:35
Well its really a standard answer, but my players really enjoyed the adventure path that starts with the one in the end of the Campaign setting (forgotten forge). And the follow up ones (shadows of the last war, whispers of the vampires blade and grasp of the emerald claw.) are not that bad either. Really lets you get to know the pulp side of the world. And hands out plenty a NPC to toy around with afterwards when done.

That is if you are interested in prewritten modules. This would be fairly simpler if I knew what you were looking for... But as a last suggestion I would recommend them staring out at 1st level to ease the transfer for all of them.

Hope some of that was at least a bit useful.
#4

Alter_Boy

May 09, 2008 19:30:12
Place the party in an area that doesn't require too much campaign info. Xen'drik or rural Aundair, for example. Play some standard dungeon delves, then let the PCs explore and meet the wonderful beings of Eberron. :88E: :fight!:
#5

kalanth

May 10, 2008 12:38:12
Well its really a standard answer, but my players really enjoyed the adventure path that starts with the one in the end of the Campaign setting (forgotten forge). And the follow up ones (shadows of the last war, whispers of the vampires blade and grasp of the emerald claw.) are not that bad either. Really lets you get to know the pulp side of the world. And hands out plenty a NPC to toy around with afterwards when done.

That is if you are interested in prewritten modules. This would be fairly simpler if I knew what you were looking for... But as a last suggestion I would recommend them staring out at 1st level to ease the transfer for all of them.

Hope some of that was at least a bit useful.

I agree with this. If you have never played the world, these modules are great for introducing many elements of Eberron. On a side note, I would set the campaign in a singular region and focus a lot of the game in that country. Don't start jet setting to early because the players may miss out on the world and the feel.

And don't let them call Warforged robots...
#6

naturax

May 12, 2008 10:51:21
My opinion would be to throw them right into the middle of Sharn and let them experience first hand the politics and intrigue that Eberron is all about.
#7

johnnyarkham

May 28, 2008 13:01:20
At long last we've settled on a party;

Female Kalashtar Psion (Telepath) who fancies herself the group's diplomat, but is somewhat skilled with unarmed combat as well.

Male Kalashtar Lurk, who is rather flamboyant with those he knows and trusts, but hardcore and cold-blooded when 'on the job'

Male Valenar Duskblade who is all that that implies; brains, grace, a twirling double-scimitar, and spells to boot.

Male-Personality Warforged Cleric of the Sovereign Host; Player is imagining him a lot like Data from Star Trek...much to my chagrin. But he means well; emphasizing the spirit/soul aspects of the Warforged.

Male Shifter Druid with a fixation on hunting down Evil Lycanthropes

That's our crew.

Does any sort of campaign concept spring to mind?

The standard Forgotten Forge/Schema progression?

We've also tossed around ideas such as;

~The remaining skeleton crew of an experimental airship that was 'altered' during the day of mourning; adventures revolve around just trying to keep the jobs coming, stay out of politics, etc. Think 'Firefly'

~Associates/retainers/employees/etc of Morgrave University, sent out into the wide world in search of artifacts/research/missing persons/etc.,etc.

~Something to do with battling Eldritch Horrors (aberrations and/or Quori). I'm not sure where to go with this one, but I personally love the idea. I'm a big Lovecraft fan so...you know :D

~Some combination of the above?

I'm wide open to suggestions. It's been so long since I've run anything that I'm a bit wishy-washy.
#8

vegetalss4

May 28, 2008 13:08:37
well 40% of your party is kalashtar so you got to use the dreaming dark someway.
youi could try to mix that with your second idea, of course the Quori are secret
#9

Ardegrath

May 29, 2008 14:31:45
Take ideas from indiana jones the new movie. Send them to Xendrik and find statues devoted to the quori while having inspired agents after the group sounds like a fun thing. Add intrigue to it by having the quori be friends with some of the none kalashtar or even with some of the kalashtar and use the players for their advantage. That way they don't know who to trust. Give the none quori dream in where the actual quori try to make them loose trust in their friends or gain information. It could all end with the players finding a way to go to Dal Quor and fight the quori in their plane to free the characters from the nightmares or stop them from invading, if you want an epic thing.