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| #1sarah_belandSep 05, 2011 9:37:42 | Here is my email adressing the group? What do you think? -I thought it might be important to know what game adventures we will be going through until we reach Neverwinter. (So far my Campaign only covers the heroic tier play) We are starting with the very generic setting of Loudwater, this setting/adventure is provided in the Forgotten Realms Campaign guide. The reason why actually is to buy me some time to shape my own campaign to the player’s needs. This setting is a launching pad only, you may or may not stay here and of course that depends on you. One thing I want to make clear is that (All the character ARE NOT FROM Loudwater. Your hometown will be determined by you individually. Faerun is yours to shape however you like! All I ask (As stated previously, is that in session one, we will role-play as a group your first meet together and specify in your bio why all of you are at the “Tankard”… Your bio will include why you all know each other…! Once you decided to leave Loudwater, and we’re on our way to Icewind dale, you will encounter these two modules, “The slaying Stone”, and the “Orcs of Stonefang Pass”. I have not yet set “The Slaying Stone” in any particular area on the map, I will string this one when I see fit. However “Orcs of Stonefang Pass” is roughly found in “Spine of the World Mts.” In Icewind Dale. We may then head over to Neverwinter, however I will not reveal anything to you just yet and perhaps why/what you will be doing there. All I ask is that no one is to choose Neverwinter as their hometown, it’s in complete ruins. During the heroic tier play you will also encounter the following module “Madness at Gardmore Abbey” this module will be played in tandem during your visit in Neverwinter. I would like to eventually head to Waterdeep, Immial’s (Robert) hometown… Once there I will incorporate a future module release of Undermountain, however this will only begin in you paragon tier play. I also plan to flavor the campaign with the Underdark as well introduce the characters to the planes in later play (paragon/epic tiers) Is there a problem with me stringing modules together like this? I can modify them to fit the world right? Do I get the players to get hired by a caravan company? |
| #2pluisjenSep 05, 2011 9:42:29 | Why exactly do you think it´s important to let the players know what stories are played beforehand? I usually don't play modules but still, I don't think that it really adds anything to the player's enjoyment to know what they're doing, and might even detract from it. The rest about hte background and starting location are fine but I don't see what telling them the name of the quests is going to improve? |
| #3sarah_belandSep 05, 2011 9:46:39 | Thank you for the great advice. I specified areas and adventures that they are going to play to help them understand the type of game I plan on running! I felt it was fair to them to let them know in advance what they are getting into before committing to this campaign. I did not want to waste anyone’s time. I feel however that unless they go out and purchase those adventures, then they really don’t know what happens in them? I made it clear to the players that I do not plan on playing those modules verbatim. I will tweak those modules to the point that it will intricately fit into the area (sword Coast) and the meat of the adventures will be modified to a certain degree! Also I plan to incorporate their character’s bios/purpose to the purchased modules as well. I just like the fact that a lot of the work is done for me, also being a new DM I can learn in practice how a professional written adventure is ran… As I gain experience, I will slowly incorporate more and more of my own ideas into the campaign eventually turn to a system of less dungeon crawls and more role-playing. I have no clue what the players will do? They may never leave Loudwater, they may go south instead of north? I just hope to god they make it to Neverwinter. Lol. Who knows? The way I see it is that the purchased modules won’t be used and not much of wasted time…. Just money! I don’t have weeks detailing a whole adventure for a campaign and have them not press on with it. |
| #4pluisjenSep 05, 2011 9:53:14 | Oh I definately see the appeal of modules, I'm just not sure if you should call them out like that. If you summarise them in two sentences then I think it'll sound more immersive and convey more information to them. Knowing the kind of game players are getting into is a great boon, especiall while they create characters. Things like "Orcish hordes have been gathering in the area, which you'll probably run into" tells them about as much as the title of the issue, but it sounds less... mechanical? I don't know... you know your players better then I do but personally I'd prefer a narrative description of the story over a list of modules. As for not having a clue what players will do... tell me about it <_< I mostly improvise through all my games because they're impossible to point in the right direction most of the time. |
| #5sirkaikillahSep 05, 2011 15:38:46 | Requiring Pcs to have a relationship with the other Pcs is a good start. I would just summerize what the modules are about. I think it is a great idea to let players know what the game campaign is abotut and what their Pcs may face, it helps players find motivation for PCs. Yes it is a good idea to string modules together and yes you can modify them as you see fit as Dm. Hire them by a caravan, get things going. I think it is a good idea to focus your Pcs effort and direct them into the direction of adventure. A good Dm offers the players significant choices, but defines what are those choices, thus maintaining a cohesive focus for the campaign, |
| #6HoundstoothSep 23, 2011 0:55:52 | one trick about being the DM, if you call the forgotten realms something different, like FunLand, then no matter which direction they go, they will end up at Neverwinter and no one knows you moved it, because its your world... Aside from that I will echo the others in say take out the name of the module and put in a "rumor" that is a line or two of the general theme/plot. A title is no exciting or immersive, and its no a spoiler to say the Orc of Stonefang Pass" is You heard rumors of Orc to the north, and have been asked you make your way in that direction, or what have you. If Neverwinter is you campaign and as a new DM you are counting on them getting there, that you should let them know, and feed the game into that, then take off the training wheels and let them play in that great city, but don't get lost in the woods on the way. good luck |
| #7SoulCatcher78Sep 23, 2011 21:32:01 | Giving the players an idea of where you want to go (no matter how you describe it) can be a good idea but you have to walk a fine line to keep them from feeling like they're being railroaded towards a set objective. Something that I've picked up from another game (Dresden Files RPG) is to put all of the power for the story in the hands of the players. This will increase their engagement in accomplishing the goals (that they have a hand in creating) not to mention take some of the pressure off of you to "please" them. Ask them to answer some questions as a group (the more they interact with each other on this the better): 1.What sort of setting (Urban/Wilderness/Dungeon Crawl)? If more than one, how much of each? 2.Primary story element (RP driven or Combat) 3.Secondary story element (RP driven or combat) 4.Group composition (what sort of characters will be generated to meet the needs of 1-3) 4A.Background connections (single sentence about how PC1 is connected to PC2, PC2 to PC3, etc until all of them have at least one connection to one other party member). 4B.Plot connections (single sentence about how PC1/2/3/etc is connected to the plot or setting) 5.Opposition 5A. Organization (monster tribe, thieves guild, etc) 5B. Faces of the organization They will give you all the building blocks that you need to create something that you can all really call your own. Feel free to use modules to fill in the blanks but this will provide a foundation that you can work off of for as long as the group continues to play together. |