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Post by dmzinthos on Apr 30, 2015 15:44:05 GMT
I have always been a fan of RPGs. No one was ever really able to play with me, so I would create these stories in my head. I have a ton of them. I was finally able to get a group together and I started running as a player. After a while, our DM became fatigued and wanted a break so I offered to try my hand at it. I sat down for my first time as DM about 8 years ago. It lasted one session. The group got together, one of the players (our normal DM) took my adventure hook and set him on fire. Literally. The mayor of the town. Tied him to a stake and set him on fire. I didnt know what to do so I set the guards after him. The group got surrounded and promptly killed. I havent DM'd since.
This still left me with a ton of ideas though, so I started rewriting general campaigns and stories in brief sections, and I was talking to my friends (including the former DM that went rogue on everyone), and there is some serious interest in trying out my campaign. I am feeling both nervous and excited. I guess I have some questions that I dont know how to address to do a better job of hooking in the players.
So I avoided the normal "sitting in a tavern" or "the mayor calls you into his office". I dont know how they will all start together yet (Because they are still working on their characters), but they will start out escorting a cultist (and former school chum of one of the players. I would do ex girlfriend but as he just told me hes getting divorced, dont want to necessarily stick that poker into him) back to the dean of his magic school where he will be questioned as to the cults purpose. The cultist will rip a gem out of his stomach where its been sewn in and crush it on the desk/ground/wherever and it will open a portal allowing minions of a dark god in to start destroying the world.
so thats the beginning. I have three primary questions from this:
How do I get them along the path without creating a railroaded campaign? I also dont want it to be a complete sandbox, I dont have that much written into the world and if I put that much in, I am worried that it will look like the world equivalent of small pox, with just stuff going wrong EVERYWHERE.
I wrote down a list of basic guidelines to assist with character creation (dont worry about detect traps, etc) so they wouldnt put points in a skill that wouldnt help them. But i also partially did this to let the members of the group that didnt do a ton of role playing that it was going to be expected (this is a ROLE PLAYING game after all) and partially to let the former DM know that when I said it was time to get serious to stop screwing around and get his act together. My question from this is: Am I tempting fate by trying to guide them too much and encouraging them to go against the rules, is it fair that I put these down, and/or should I (as my friend suggested) take a Xanax, settle down, and just play the game?
The third question is more nebulous, but I am worried about putting too much in. As with the first question, I have a world and I want them to worry about the actual quest and not get side tracked. I could impose a conceptual time limit or take some activities and side quests out, but I dont want to make this world feel... I dont know... Dead.
If anyone has any ideas, let me know. I'd love some advice.
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Post by friartook on Apr 30, 2015 16:11:30 GMT
First off: welcome to the forums! If you feel like it, jump on over to the Meet & Greet forum and introduce yourself.How do I get them along the path without creating a railroaded campaign? I also dont want it to be a complete sandbox, I dont have that much written into the world and if I put that much in, I am worried that it will look like the world equivalent of small pox, with just stuff going wrong EVERYWHERE. One of my go-to pieces of DM advice is: be prepared to improvise. Sooner or later, your PCs are going to throw you for a loop. You don't have to have everything planned out fully, but consider what the PCs may do, and make loose plans for what happens then. Say they decide to abandon the escort quest. What then? Have a loose plan for the surrounding country side and some other mischief they may find, and have a solid "consequence plan"; what happens as a result of them abandoning their quest? Even if they decide they don't want to do the escort quest, the NPC, his cult, and his summoning gem still exist in your world.I wrote down a list of basic guidelines to assist with character creation (dont worry about detect traps, etc) so they wouldnt put points in a skill that wouldnt help them. But i also partially did this to let the members of the group that didnt do a ton of role playing that it was going to be expected (this is a ROLE PLAYING game after all) and partially to let the former DM know that when I said it was time to get serious to stop screwing around and get his act together. My question from this is: Am I tempting fate by trying to guide them too much and encouraging them to go against the rules, is it fair that I put these down, and/or should I (as my friend suggested) take a Xanax, settle down, and just play the game? I recommend doing a session 0 wherein you all create backgrounds that fit with your setting and with each other. This is especially useful in an RP heavy campaign and can help give you the "filler material" you need to flesh out what is happening around the PCs. This can also be a time to discuss with your players what sort of campaign they are interested in participating in. Do they want the RP you seem to want? Are they more interested in combat? Exploration? Political intrigue? Do they want a railroad, a sandbox, or something in between? D&D is collaborative at its core; you and the PCs have to work together in order for the game to be fun.The third question is more nebulous, but I am worried about putting too much in. As with the first question, I have a world and I want them to worry about the actual quest and not get side tracked. I could impose a conceptual time limit or take some activities and side quests out, but I dont want to make this world feel... I dont know... Dead. Again: prepare to improvise. Like a chess game, think of the possible moves the PCs could make and have a loose plan for what happens. I mentioned in a post in another thread that I design my campaigns session by session. The current session is the trunk of a tree; what is currently happening. The tree has many branches representing the choices available to the PCs. The branch the PCs choose then becomes the trunk for the next session, and so on.If anyone has any ideas, let me know. I'd love some advice. The most important piece of advice I can offer: Have fun! There's no wrong way to play if you and your players are having fun.
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Post by DM Mitch on Apr 30, 2015 16:46:57 GMT
Welcome DMZinthos!
First, I am so glad you are giving DMing another go. You sound like a storyteller at heart, and DMing is the perfect place to bring those stories to life. I love the beginning of your campaign....I want to know more!
First off, I think talking with the players (I think you may have said you already did) and making sure there is an understanding between all (you and them....them and them...them and you) that you are all there to help each other have fun. As a new-ish DM, they should help you learn, and not use you are a door mat. It's sad to me that your old DM did this...he should be the first person to jump to your aid.
As far as railroading.....honestly, I think players need to realize that railroading is sometimes a good thing. Players should trust the DM that there is a plan and a story and sometimes going down that obvious path will lead to extraordinary moments. But...(can I say this?)...sometimes for players obsessed with not being railroaded....all it takes is the ILLUSION of choice....sometimes, mind you. "You come to a fork in the road..." can give those players the dose they need...when the road actually leads to the same place. That being said, you still need to be ready for players having choices and steering the campaign in their own directions...as they should. Welcome improvisation, like Took said. If you need a minute to think of an outcome, simply state that to the players...they should understand. A thought out outcome is usually better than a blurted out right away one.
As far as your world...I think you are on the right path. Start with small...work to big. When questions of far off places come up, you have 3 choices. 1) tell your players your not ready to answer that 2) Answer questions as they come...take notes and build your world as things come up 3) Ask your players for input...let them help build the world...and once again take notes.
As far as a sense of urgency, I have struggled with this in my players as well. I think this is why I like good aligned campaigns...you can always point out that the characters are heroes and wouldn't want to dilly dally as lives may be on the line. Other than that...some quest might simply be solved if the adventurers wait to long....there are other adventurers out there after all.....
Hope this helps!
Keep On Dungeon Mastering!
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Post by joatmoniac on Apr 30, 2015 19:40:55 GMT
I think that the easiest way to get them along the path without blatantly railroading them is to use the backgrounds of the characters to hook them into the story. This is why the session 0 is very important, even though you have the idea of escorting the cultist why they were hired, or joined can be wildly different based on their individual motivations. One could be all about the money, the one player knows the cultist personally, one could do it for the greater good, one could be traveling to the same general place and figured why not join a group rather than travel alone. I think giving the players a general sense of what they might encounter to help with character generation is a good thing. What if one player were to build a pirate character, and be forced to have a wide array of skills that they wouldn't be able to effectively use? While it could lead to amazing roleplaying opportunities it shouldn't create extreme difficulties for any player. I think that letting the players go where they want is fine, but you will have to use improvisation to bring them back to the main story, or bring the main story back to them. In your case opening that portal can always bring them back or being the story to them. Who knows maybe you go the way of the post apoc theme after they leave the cult to do what they want, or as Dm Mitch mentioned maybe there are other adventurers doing what they can until the players are brought back onto the path. Another great way to do it is to send those who are of the greater good to track the players down for not following through with their task. Great to have someone new on the boards, and even better that you are willing to get back behind the screen after such a crazy experience!
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Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on May 1, 2015 2:55:44 GMT
What you can do (which I have done a few times) is role on a random story chart and see if you can connect it to the main plot you are looking at (to get the players back on track). tribality.com/2015/03/06/tables-of-adventure/ I seriously roll on this in the middle of a game whenever the players through me for a loop (but I am DM who loves the challenge of fitting a story together.). Also, I would avoid making a story dependent on a single NPC (unless that particular NPC is rich or able to defend himself). I found that my players tend to want to burn, kill, loot, or steel the legs from a week NPC, especially if you put that NPC in front of them as a plot hook. Make your plot hook a princess with guards or a buff, all-powerful Demi-god. DMing is worth it in the long run and it takes practice to get everything down (gosh, so far, I have botched the only four games I played).
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Post by dmzinthos on May 2, 2015 1:47:39 GMT
Thanks all!! I really appreciate the words of encouragement and the advice!
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