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9th January 2009, 03:14 PM
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#1 (permalink)
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| Great ideas you did (or wished you had done) for your first game? I've been a slow convert to 4E, but I'm there now. I'm ready and excited to run my first game of it.
My players have been slower converts, being d20 fans, and feeling burned by the marketing... But they've come around now too. They've looked at the books and started talking, looking past all the naysaying and are pretty encouraged and excited to try the game now. They've heard all about what is wrong with 4E, but now they see things that they like about it. A few have purchased PHBs when they swore they never would.
In about 3 weeks, we're jumping and playing this game.. at least for an open minded and optimistic trial run.
As GM.. I'd like it to go well. As well as it can anyway.
My question - What techniques or suggestions would you offer for the first session?
What would you have done?
In my case, these guys aren't rookies.. they're regular role-players are are pretty savy, but they've never played 4E in their life, and they've had 3 weeks to look at the rules. They're pretty familiar with Star Wars Saga. |
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9th January 2009, 04:34 PM
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#2 (permalink)
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| I don't have any specific "great ideas," but I will say that I have run the short adventure in the back of the DMG like 5 times now, and every time the players really enjoyed the session. It's super-light on RP, but it is easy (until the end) which lets them get to know their powers and trounce some guys, and then it's hard at the end and gives them a real challenge. Just be generous with allowing people to take rests and extended rests so they can try things out several times. But I'm sure I'm not telling you anything you didn't already know.
Otherwise, general GM advice works well: use cards or a whiteboard or something for initiative to keep battles moving quickly, make sure no one "calculates each time" but instead has all their stuff written down and pre-calculated, encourage folks to roll attack and damage at the same time, etc. One negative thing you tend to hit more often with 4.0 is that battles can be slow sometimes (especially against solos), so anything to speed them up is good.
I just read in another thread the idea of using poker chips (or maybe something slightly smaller) as props, and I think it's awesome. Use red chips placed under minis to indicated bloodied, use a different color for marks, use another color for conditions, etc. Great idea, keeps things fast and easy to see.
And of course, don't be afraid to adjust things on the fly in the name of fun. But again, I'm sure you know stuff like that. |
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9th January 2009, 04:43 PM
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#3 (permalink)
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is going to be "Puny god" a lot in the
near future
Sussexgamer
Join Date: Jan 2002 Location: London, England
Posts: 6,463
| Get everyone to get power cards sorted out with all the math on - much easier than trying to just work stuff out as they go along.
That's the big one, for me. If the players have their powers worked out ahead of time the game flows much more easily - although it's also worth reminding them (possibly by giving them another card) that "Do something cool and awesome using your skills" is a valid option if you look on pg 42 of the DMG. |
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9th January 2009, 04:44 PM
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#4 (permalink)
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| Yeah.. we have a dry-erase initiative tracking system.. mini's.. and battlemats.
I saw a pretty good resource where someone made a mat that could be laid over character sheets with the most basic values pre-calculated.
I might try to sell them on trying Power Cards, at least for the first session. I got one guy who swears he doesn't need them, but he's slow to figure out what he's doing when we play 3.5 (I love him, but it drives me nuts). |
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9th January 2009, 04:46 PM
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#5 (permalink)
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| I'm also a DDI subscriber, so I've been encouraging them to try the Character Builder as a tool to build their 1st level characters.. and to experiment with builds for a few weeks. |
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9th January 2009, 05:38 PM
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#6 (permalink)
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| For conditions, status effects, marks etc., I use both colored pipe cleaners twisted into little rings that you can hang on minis, as well as colored Warhammer bases to put under the minis. Between these two aids, it's really easy to just hang a "bloodied" or "quarry" pipe cleaner on a mini, or slide a "slowed" base under it. My pipe cleaners come in 7 different colors, and as I paint the edge of the Warhammer bases myself, I can have as many different colors on those as I want.
We started out just using the bases, but it quickly got ridiculous when a mini was both bloodied, marked, dazed and grabbed, and was balancing on a pile of 4 bases. By combining both options, combat is a breeze now. |
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9th January 2009, 05:40 PM
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#7 (permalink)
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| Minions were a good surprise for my group.
It was one leader orc (obvious) and 15+ minions (no clue from me they weren't reguar orcs)--after they had run an encounter or 2 to get a feel for how powerful NPCs are.
I had all their attention for the first couple of rounds of combat, before they realized that they were fighting one hit wonders. (Well 2 hit wonders--the leader had the orc aura that let them get in a death blow.) |
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9th January 2009, 05:44 PM
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#8 (permalink)
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Dragon Rat
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Join Date: May 2006 Location: midvale and drexel
Posts: 902
| First session?
I'd not focus on much complex. Throw some small creatures in and get used to how to play.
Use some of the pregens in the DMG for now.
Eventually, run loose with your own creations! |
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9th January 2009, 06:30 PM
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#9 (permalink)
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| What do your players enjoy?
If they enjoy combat, give them a nice interactive battle. Use some interesting terrain, something that changes can be fun (a sinking ship comes to mind). Toss in some minions so they can get get some one-shot kills in. Make it a fun tactical encounter. DO NOT USE KOBOLDS. Not for your first combat at least. Their shiftiness will frustrate your melee fighters, and their high reflex will frustrate your ranged casters.
If they enjoy a deep role-play encounter more, try an interesting skill challenge. Make sure its not just a "clear rocks with Althetics check for 10 hours". A chase scene through the dark allies of a city with the guard in close pursuit. (Or it could be a band of thieves, a cabal of dark necromancers they stumbled upon, whatever.) Let your players describe what thye are doing in detail, asking for skill checks as appropriate. Try to get through the skill challenge without ever letting them know it is one, until the end when you say "you just defeated your first skill challenge" or "the guards have you surrounded, there is no where to escape to... you just failed your first skill challenge." Success means they get away. Failure could lead to a combat, or them getting captured and taken to the Captain of the Guard.
Or combine both into one session.
Your PCes are making a journey on a ship, but when they reach their destination they find the port under attack by pirates or a enemy state. Another ship engages them on the sea, damaging their ship and sending over a raiding party. The PCes must ward off the attacks as their ship is sinking. (Every turn one square of the ship sinks under the water. And the edge of the water there are 2 squares of difficult terrain, beyond that its too deep to stand and athletics checks are required.)
If the PCes win the combat, they must sail for the port which is under pirate attack because their ship is too damaged to make it anywhere else. (The pirates ship should be damaged and sink during the combat.)
As the ship lands at he dock (enter Pirated of the Caribean scene of Jack Sparrow stepping onto the dock just as the ship finally sinks under the water), other pirates/attacks see them and the chase is on. They may have to fight small bands of pirates along the way of the skill challenge (make a failure mean they get caught by a few minions, or a some minions and a couple stronger pirates). Eventually they either get captured by the pirates, or they escape they city. End the session there =)
__________________ DnDPowerCards.com - Easily selectable 4e Power cards in many different styles. |
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9th January 2009, 07:29 PM
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#10 (permalink)
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| Have everyone hand their character to the player on their left and play them for the first session. Let them know deaths won't be penalized.
Also they should take a look at the character optimization boards so they have an idea on how to have a character that can end up as a 1000 dpr monster as opposed to putting stats in the wrong places at 1st level and ending up demigod that a crippled elderly unarmed peasant could beat up, while blind-folded. |
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9th January 2009, 07:48 PM
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#11 (permalink)
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Dragon Rat
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| As far as I'm concerned, keep your players away from the optimization board.
Let them learn what's good and what's not. Once they get the hang of things, then tell them to go there. |
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9th January 2009, 07:50 PM
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#12 (permalink)
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| Quote:
Originally Posted by Admiral Caine I'm also a DDI subscriber, so I've been encouraging them to try the Character Builder as a tool to build their 1st level characters.. and to experiment with builds for a few weeks. | That sounds like a pretty great idea to me! How's the Character Builder working for you?
I'd second your thoughts on power cards. I think they pretty much intended the game to be played that way.
Overall, sounds like you don't need that much advice.  |
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9th January 2009, 08:34 PM
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#13 (permalink)
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| The Character Builder is the single best thing for you to use.
Your players are not new to D&D, so you can quickly go through the creation of the character with the software for level 1. The great thing is they get all their powers printed out relatively neatly.
When I started 4e, I wasted a lot of time looking at all the options for my newbie players.
Also:
- Make sure they know how to use the Action Point, and encourage them to use it.
- Give them a new action point every two or three encounters
- In every encounter, let the monsters do something stupid that makes at least one player make use of their special powers. For example, monsters attacking someone else when marked by the fighter. He'll be happy to attack.
Or have minions lined up to be roasted with burning hands, or undead for the cleric, etc.
Happy players are good players. First impressions count. |
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9th January 2009, 10:40 PM
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#14 (permalink)
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| Be careful in how you showcase minions to your players. The time to inform players about minions is NOT right after they defeat them. Time after time, new 4th ed. players who were pleased that they took out some minions quickly feel robbed of their awesomeness when the DM explains to them about this cool new 4th ed. D&D feature.
It helps to not think of minions only having one hit point, but rather that minions just happen to have had the same number of hit points that was done to him by the damage inflicted by the player character. Minion HP isn't 1, but equal to X damage done by the player's attack, plus the damage done by missed attacks.
Don't ever let the player feel he just wasted a huge attack. If a player just happens to use his Daily power on a minion and then crits, don't snatch away the dead miniature right after he rolls his D20. Let him count out how much damage he did and then remove the opponent only after the player gives you the amount of damage he did.
I know DMs are trying to be efficient with time by removing opponents that are obviously killed by the minimum damage done by the player, but it denies the player that satisfying orgasmic pleasure of obliterating an opponent right before the climax of the attack. In fact, have the miniature fly across the room, smack a wall, and end up upside down while exquisitely detailing the special effect of the attack. And then relate the shocked reactions exhibited by the other combatants in the area.
__________________ Mind Toys™ brought to you by
Frank Steven Gimenez aka Whimsical The Dark Lord Walter, wielder of the Black Sword of choppery, was opressing the peoples of Pittsburgh. Then King George Washington enlisted the help of the Warrior Princess Rapunzel. Sadly, in the Land of Yellowstone she fell under a spell and slew the Steelers, Knights of Pittsburgh. At last the heroes freed the princess, traveled through the kingdom of Barstow, and confronted Walter in the land of Spokane.
Sure, it sounds stupid, but you have to admit: your players will be able to remember, pronounce, and even spell all of the important people and places. — Shamus Young, DM of the Rings Looking for a gamer around the Tri-Cities (Richland, Pasco, Kennewick) in southeast Washington state? This guy might be interested.
Last edited by Whimsical; 9th January 2009 at 10:46 PM..
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9th January 2009, 10:49 PM
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#15 (permalink)
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| Quote:
Originally Posted by Whimsical The time to inform players about minions is NOT right after they defeat them. Time after time, new 4th ed. players who were pleased that they took out some minions quickly feel robbed of their awesomeness when the DM explains to them about this cool new 4th ed. D&D feature. | If they've at least heard of 4th edition, chances are pretty good that they know what a minion is and does.
I have a hard time understanding DMs who hide which monsters are minions and which ones are not. In my mind, that's totally missing the point of using minions by like, a mile or something. |
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