Hello everyone. I'm a new user here, and a new D&D 4th Edition DM as well, with one session run. The last time I DMed was about 15 years ago in a West End Games Star Wars campaign. Since then I've stuck mostly to the PC or video game RPGs due to a lack of a stable group.
Though I'm still inexperienced as a DM, I think I've at least learned better techniques over the years from osmosis. (For example, though the Death Star destruction was awesome, having it happen in the game with the PCs just observing does not make a fun game session.)
I'm hoping for some feedback, advice, or plain criticism for my new campaign ideas. I just read most of the DMG 2, and like the ideas on creating the main storyline for the campaign ahead of time.
In my setting, the players are exploring a "new" continent, similar to colonists in historical USA. They learn that it's not really "new", but the previous civilization there is long gone. (Bael Turath and the tieflings.) Now humans, dwarves and Eladrin are the main races colonizing the area from the Old World.
The party started out as employees of a caravan company, escorting several wagons to a new town. I thought this would be a good way to get them all together at the start, but didn't want to force them to just act as guards for the whole campaign, so once they finish this delivery (which will happen at the start of session 2), their boss told them there's no more work for a while, unless they can find new trade contracts.
Next session, I was thinking of including a "dream sequence", where the party experiences a vision of a huge battle against overwhelming odds, and eventually loses before waking. The dream will include story hooks in the form of banners with organization emblems of future enemies, including the Iron Circle to lead them to the Reavers of Harkenwold adventure, as well as a couple others for later. The big problem I have is how to implement this idea without it being just a boring speech by me. Does anyone have any suggestions on this part?
Thanks!
Eremis
Though I'm still inexperienced as a DM, I think I've at least learned better techniques over the years from osmosis. (For example, though the Death Star destruction was awesome, having it happen in the game with the PCs just observing does not make a fun game session.)
I'm hoping for some feedback, advice, or plain criticism for my new campaign ideas. I just read most of the DMG 2, and like the ideas on creating the main storyline for the campaign ahead of time.
In my setting, the players are exploring a "new" continent, similar to colonists in historical USA. They learn that it's not really "new", but the previous civilization there is long gone. (Bael Turath and the tieflings.) Now humans, dwarves and Eladrin are the main races colonizing the area from the Old World.
The party started out as employees of a caravan company, escorting several wagons to a new town. I thought this would be a good way to get them all together at the start, but didn't want to force them to just act as guards for the whole campaign, so once they finish this delivery (which will happen at the start of session 2), their boss told them there's no more work for a while, unless they can find new trade contracts.
Next session, I was thinking of including a "dream sequence", where the party experiences a vision of a huge battle against overwhelming odds, and eventually loses before waking. The dream will include story hooks in the form of banners with organization emblems of future enemies, including the Iron Circle to lead them to the Reavers of Harkenwold adventure, as well as a couple others for later. The big problem I have is how to implement this idea without it being just a boring speech by me. Does anyone have any suggestions on this part?
Thanks!
Eremis