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Making the game exciting for new players
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<blockquote data-quote="Pseudopsyche" data-source="post: 5051586" data-attributes="member: 54600"><p>Your players will take their cue from you, so focus on enthusiasm (fun) more than strict adherence to the rules (work). Show them right from the beginning that it's more than just pushing game pieces across a map and rolling dice. In combat especially they'll take their cue from you, so have the kobolds hurl curses at the PCs, howl in pain when hit, quiver in fear when their ambush doesn't go their way, etc. Don't only use the powers in the stat block.</p><p></p><p>If your players have difficulty generating backgrounds, feel free to give them ideas that will engage them immediately upon reaching Winterhaven. Douven Stahl could be one of their parents. Salvana Wrafton could be a sister.</p><p></p><p>Don't let the keep become a grind if they don't intrinsically enjoy dungeon crawling. Split it into minidungeons: goblins, caves, undead, hobgoblins, the final battles. Give each minidungeon its own story and personality. Maybe Balgron's always lived there and resent's Kalarel's rule. The hobgoblins could be purely mercenary and have no real allegiance to Kalarel. Let Keegan become a patron, not just a plot point, seeking your help to recover his children's effects or to cleanse the keep. Ideally, the PCs have objectives beyond just "kill everything until reaching the BBEG".</p><p></p><p>I guess what I'm trying to say is make sure the players see the rules and the modules as seeds for creativity, not constraints on creativity.</p></blockquote><p></p>
[QUOTE="Pseudopsyche, post: 5051586, member: 54600"] Your players will take their cue from you, so focus on enthusiasm (fun) more than strict adherence to the rules (work). Show them right from the beginning that it's more than just pushing game pieces across a map and rolling dice. In combat especially they'll take their cue from you, so have the kobolds hurl curses at the PCs, howl in pain when hit, quiver in fear when their ambush doesn't go their way, etc. Don't only use the powers in the stat block. If your players have difficulty generating backgrounds, feel free to give them ideas that will engage them immediately upon reaching Winterhaven. Douven Stahl could be one of their parents. Salvana Wrafton could be a sister. Don't let the keep become a grind if they don't intrinsically enjoy dungeon crawling. Split it into minidungeons: goblins, caves, undead, hobgoblins, the final battles. Give each minidungeon its own story and personality. Maybe Balgron's always lived there and resent's Kalarel's rule. The hobgoblins could be purely mercenary and have no real allegiance to Kalarel. Let Keegan become a patron, not just a plot point, seeking your help to recover his children's effects or to cleanse the keep. Ideally, the PCs have objectives beyond just "kill everything until reaching the BBEG". I guess what I'm trying to say is make sure the players see the rules and the modules as seeds for creativity, not constraints on creativity. [/QUOTE]
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