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Everything D&D Ever - Temple of the Frog
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<blockquote data-quote="Kobold Stew" data-source="post: 6496294" data-attributes="member: 23484"><p>Honestly, I think it's a matter of just playing. Very few of these modules are concerned about a unified setting, timeline, or history, and while it's fun to have it's not necessary if we are doing the old dungeon crawls - certainly not necessary to start. Establishing momentum and a rhythm early is crucial (post rate; how long you as DM take to respond to payer ideas); I also think that players often sign up and are charmed by the idea but are not certain whether they want to continue or if the personalities are going to clash. It might be an idea to try, to start, one module. That's a reasonable commitment and will allow you to set a pace. You'll then see who posts quickly and who doesn't, and if you can keep half of the players from that (or more?), it gives a foundation for continuing. But attrition is going to happen, and it is unlikely that the best group to play are going to be the first six people to post in a recruitment thread.</p><p></p><p>I'm under no illusions that it's especially demanding for a DM; but if you want this, it's got to be easy for players to participate and stay. So many php games fizzle either because of DM burnout (so don't set a pace you can't maintain) or because the pace slows down and players don't have an opportunity to post regularly.</p><p></p><p>These are my opinions. I hope they help.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6496294, member: 23484"] Honestly, I think it's a matter of just playing. Very few of these modules are concerned about a unified setting, timeline, or history, and while it's fun to have it's not necessary if we are doing the old dungeon crawls - certainly not necessary to start. Establishing momentum and a rhythm early is crucial (post rate; how long you as DM take to respond to payer ideas); I also think that players often sign up and are charmed by the idea but are not certain whether they want to continue or if the personalities are going to clash. It might be an idea to try, to start, one module. That's a reasonable commitment and will allow you to set a pace. You'll then see who posts quickly and who doesn't, and if you can keep half of the players from that (or more?), it gives a foundation for continuing. But attrition is going to happen, and it is unlikely that the best group to play are going to be the first six people to post in a recruitment thread. I'm under no illusions that it's especially demanding for a DM; but if you want this, it's got to be easy for players to participate and stay. So many php games fizzle either because of DM burnout (so don't set a pace you can't maintain) or because the pace slows down and players don't have an opportunity to post regularly. These are my opinions. I hope they help. [/QUOTE]
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