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Post by swinefluseth on May 16, 2016 23:14:31 GMT
Long time lurker, first time poster
I am starting a campaign with a new group this coming Friday. I am a new DM working with new players, and I want everyone to become as invested in the campaign as possible. What are things that you do or have heard of people doing to A.) bring characters in on the world building, B.) make character creation night as interesting and engaging as possible, and C.) things you do during sessions to keep the players involved in the world building? I have my point A for the campaign locked down, but I kind of want everyone to have a say in what goes on throughout it. This is second nature for most of you, but what are some helpful hints you can give a new DM?
I've got a couple of tables to help add some entertainment to character creation night, and between CC night and our official first session, I'm going to have the players each design their own god that they worship and a surplus god for the universe, and I have drawn out our world map with no cities (except point A) filled in so they can mark their home city/village/underground bunker/whatever on the map and build it into the world. Beyond that, I'm completely blank.
Thanks guys!
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Post by joatmoniac on May 17, 2016 8:04:29 GMT
For B) I have each player roll on the 5e trinket table to give some extra flavor. I think at this point there are two or three trinket tables from WotC, and I'm sure soundless more online. The other thing I like doing is having each player roll on the trait chart from the table in the 3.5e DMG that is meant to make NPCs more interesting. I think the half-orc who rolled sweaty as their trait was one of the most memorable ones, haha. For C) a good way to do it in game is to ask the players what they see. I think it was the episode DM Reid from Sneak Attack where the example of "dm: you see a guild insignia on the armband of the bandits you just defeated. Player: what does it look like? Dm: you tell me what it looks like." Then using that concept and finding other places that that it fits play and into your world. Hopefully one or both of those are helpful to you. Also, welcome to the forums! Your first sentence had me laughing, so great first post to me!
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Post by friartook on May 17, 2016 15:25:57 GMT
Welcome to the forums swinefluseth! I recently started a new campaign and engaged my players on this level. They were great and are super invested in the game and the homebrew game world, I think partially because they helped build aspects of it. I started with a theme and a framework; a few nations, a few nationalities, a few places, a few factions and a general world status. I asked them to give me feedback on their characters based on nationality, hometown, lineage, language, etc. For example, we have a monk in the group. I had no monasteries or monk orders built in, so I asked him questions. Where is your monastery? Up in the mountains, very secluded. Were you born there, or did you join up? I was born there. Were your parents monks? Yes. So both genders are allowed and are allowed to have familial relationships? Yes. Ok, there was a religious purge about 200 years ago; why was your monastery not purged? Because we are guarding something dangerous and secret. We went on like that for quite a while. We ended up with a monastery high up in the mountains. The people don't go out much. In fact, they have spent so long underground and intermarrying that they have become a sort of subspecies of human. They have nearly translucent skin. They produce a potent liquor made of glowing subterranean fungus, and sell this as a source of outside income and external trade. They guard an arch inscribed with runes in a language nobody knows...recently one of those runes began glowing... That was all collaborative. He took my ideas and ran with them, I took his and elaborated on them. To answer your questions: A) Ask questions. Dig deeper into backgrounds. Ask about the geography of home towns. As about industry; what did the players' parents do for a living? Is that a common occupation where they come from? Questions will make your characters think, and if you are willing to incorporate their answers, this will add to buy in on the world. You don't have to take their idea whole cloth, but you can tweak them and use them as seeds to grow interesting bits of your world. B) Again, ask questions. If a player has an interesting event in their past, pull on that thread and see where it goes. We also did a great exercise where I had the first player give their background, then the second player gave theirs, but had to create a tie-back connection to the previous player's background. After we went around the whole circle, the first player had to tie his background back to the last player's. This allowed for some great collaborative background building with the side effect of tying the group together into a cohesive party. C) Again, ask questions. When you reach a new village, describe the feel of the place in broad strokes, then ask the players for details. I like to ask mine for business and NPC names. Also, flavor items. They enter a tavern and order food and drink. Ask the players what sort of food is served and what the house hooch is like. If you asked a lot of questions early on, make sure to ping back to their answers. Players love to see their ideas come to life in a setting. Good luck! We had a great time building out our world and its inhabitants! Please feel free to ask more questions and please let us know how it goes!
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Post by swordnut on May 27, 2016 16:41:03 GMT
The FATE system has a really good section on collaborative world building. It's pretty system agnostic
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nightninja
Commoner
Posts: 9
Favorite D&D Class: Rogue
Favorite D&D Race: Dwarf
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Post by nightninja on Jun 9, 2016 19:00:39 GMT
Also you can just run Dawn of Worlds as session 0.2-0.? It produces an entire world of nations and kingdoms with histories and races. Great system. Collaborative world-building fun!
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Post by randosaurus on Jul 12, 2016 5:57:25 GMT
@chattydm used an approach I liked when he was brewing up a metropolis campaign setting to prompt players for ideas:
Create 5, 2-tiered questions my players must each answer to build our D&D world. 1a) Name/Describe a Place IN the city 1b) Name one NPC linked to it. 2a) Name/describe a place OUTSIDE the city 2b) Describe a NPC/Rumour/Legend linked to it 3a) Suggest a Theme for the Campaign 3b) Suggest a City Event linked to that Theme 4a) Describe a person (Not necessarily humanoid) of note from IN or OUT of the city. 4b) What is your relationship with that person? 5a) Describe a strange Phenomenon in the City/World 5b) Describe its impact on everyday life.
Ex of Strange Phenomenon: Low-level magic is extremely common. Impact: Variant Healing potions as Street drugs and Magic Missile "firearms"
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 12, 2016 15:32:53 GMT
Lots of good advice in the posts above. However, before trying to implement it, give some consideration to running a one-shot introductory session/adventure. Spoiler block is a bit of advice from the Angry GM to a DM returning to the game after a long period, but as he mentions in the first few lines, the logic holds up for brand new DMs. Link goes to full article. If you haven’t run a game in many years AND if you are running for a group of all new people then YES, you absolutely SHOULD approach this like a new experience and take all my advice about being a complete newbie. In fact, even if you weren’t running for a group of new players, it’d probably be a good idea. It’s simply a matter of hedging your bets. The whole point of my advice about using published adventures and pregenerated characters and doing a limited one shot with no consequences is that it allows you to focus on the core skills of GMing while also minimizing the chances and consequences of completely f$&%ing up. If, after 10 years, you’re not so rusty and things go easily, that first crappy session will fly by and you can do whatever the hell you want and no one will suffer for it. But, if after 10 years, you’re struggling to get back into the groove, that first session is a very low-consequence way to get back into the groove. For the cost of ONE simple session that involves minimal work, you can find out how rusty you are without discouraging yourself or failing. And that’s especially helpful with completely new players. After all, introducing new players to the game can be kind of trying even if you are completely on your game. And you DON’T want to f$&% up with new players because you might never see those players again. So, yes, treat it like your first day at the race.
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