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<blockquote data-quote="Myth and Legend" data-source="post: 5122960" data-attributes="member: 82679"><p>You are wise to learn from the mistakes of others <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> My advice:</p><p></p><p>Recruit via your own biased opinion, don't do a first come-first served game, unless you want to run a very loose and fluid adventure where the main story progresses via NPCs/DMPCs and the PCs come and go. ENWolrd regulars with over 500 posts are less likely to go MIA than some brand new guy with 5 posts who does his PC sheet 30 min after you post the game, since he's so excited and all, and then gets bored out of his short attention span and leaves ENWorld.</p><p></p><p>Definitely plan out your adventure and stat out your NPCs long before the party encounters them. Otherwise you'll stall your game trying to figure out the mechanics behind your cool NPC ideas. (this is where i'm at right now)</p><p></p><p>Make sure to let the players know if this will be a hack n' slash or a RP heavy game. I advise RP heavy - roleplaying and long dscriptions/thoughts etc. are the forte of PbP. Combat is tedious at best.</p><p></p><p>Reward your players, and make sure the game is about your players. Don't get carried away with NPCs and don't try to force the plot on your players. Your ideas might be great, but the players are nuts! Literally! The will think of stuff you had never foreseen. Roll with it and adapt.</p><p></p><p>Don't try to "nerf" your players by denying them items/spells/classes. Just make encounters that would be hard for a regular party.</p><p></p><p>Don't allow things you can't balance against without making TPK-possible encounters that will be passed only if one (broken char) plays right.</p><p></p><p>Do not guard the party with a plot shield - they should understand that your world has consequences.</p><p></p><p>Don't pull stuff out of your arse if it will seem artificial and patched to the players.</p><p></p><p>There's more but i have to go <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Plus i'm pretty new at DMing as well! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Myth and Legend, post: 5122960, member: 82679"] You are wise to learn from the mistakes of others :) My advice: Recruit via your own biased opinion, don't do a first come-first served game, unless you want to run a very loose and fluid adventure where the main story progresses via NPCs/DMPCs and the PCs come and go. ENWolrd regulars with over 500 posts are less likely to go MIA than some brand new guy with 5 posts who does his PC sheet 30 min after you post the game, since he's so excited and all, and then gets bored out of his short attention span and leaves ENWorld. Definitely plan out your adventure and stat out your NPCs long before the party encounters them. Otherwise you'll stall your game trying to figure out the mechanics behind your cool NPC ideas. (this is where i'm at right now) Make sure to let the players know if this will be a hack n' slash or a RP heavy game. I advise RP heavy - roleplaying and long dscriptions/thoughts etc. are the forte of PbP. Combat is tedious at best. Reward your players, and make sure the game is about your players. Don't get carried away with NPCs and don't try to force the plot on your players. Your ideas might be great, but the players are nuts! Literally! The will think of stuff you had never foreseen. Roll with it and adapt. Don't try to "nerf" your players by denying them items/spells/classes. Just make encounters that would be hard for a regular party. Don't allow things you can't balance against without making TPK-possible encounters that will be passed only if one (broken char) plays right. Do not guard the party with a plot shield - they should understand that your world has consequences. Don't pull stuff out of your arse if it will seem artificial and patched to the players. There's more but i have to go :) Plus i'm pretty new at DMing as well! :P [/QUOTE]
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