D&D 5E New DM help if you would be so kind

This is assuming I have grasped the intent of the encounter, that Vampires are not an unheard of thing in the world, and that "knowledge" of them exists at least in myths and stories.
Oh, ha! I just realized that all my advice on this scenario is predicated on the expectation that the players will use their own knowledge. Metagaming is a thing I'm totally fine with (let's not turn this thread to that discussion, though!), but yeah, rgoodbb may have to adjust for his group's style. When he finds out what it is.
 

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re: travel
If the point is to get to the place where the adventure happens, just give them a short paragraph about the view as they go by. Trees, fresh air, pleasant shade, a cabin in a clearing plus a woman doing laundry who waves as you go by, a creek with cool clear water, a thicket on the inside curve in the road might be a good place for an ambush; anybody want to check it out?

Note that I also dropped two hooks in that, but if the PCs walk right on by that's fine too.

A small mystery:
Discover that the "ghost moan" the locals hear before a storm is the wind blowing over a large hollow tree trunk and vibrating the air inside.
Locate a child who is lost - and got himself stuck up a tree.

For beginning players, there is more to D&D than combat. Work in a way to use Skills to solve problems. Have them climb up/down a steep slope (Use Rope, Acrobatics or Athletics, STR check) to get into shelter /cave for the night.

Ask before play begins, "Hey everybody give me a name or two for a Tavern." Write them down. A few sessions later, use one: "My boss told me to meet him at the Olde Oaken Bucket Inn tomorrow evening". The 'Easter egg' effect gratifies your players.
 
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Oh, ha! I just realized that all my advice on this scenario is predicated on the expectation that the players will use their own knowledge. Metagaming is a thing I'm totally fine with (let's not turn this thread to that discussion, though!), but yeah, rgoodbb may have to adjust for his group's style. When he finds out what it is.

Yeah, I think even if metagaming is perfectly acceptable though, it would still be a good idea to convey the information in game in a situation like this (3 new players, hyper-deadly opponent, etc). The Vampire spawn follow some pretty standard mythical assumptions but unless they are reading the MM, and understand CR and the impact of regeneration, etc, the players meta-knowledge might not even be helpful. If you want the players to have some knowledge then it's better on all accounts IMO to make the info available in the game world rather than hope the players happen to know what they need. Situation and preferences depending of course.
 

World Dressing.
Hmm. Food for thought. I will play it by ear. It's an idea I'm happy to run both ways, so I can relax with that and just go with the flow.

I like the idea of portents re vamp hook. I have no intention of actually pitting a CR5 critter against a level 1 or 2 party of 3, so the you know x about this creature is important. Thanks!
 


Yeah, I think even if metagaming is perfectly acceptable though, it would still be a good idea to convey the information in game in a situation like this (3 new players, hyper-deadly opponent, etc). The Vampire spawn follow some pretty standard mythical assumptions but unless they are reading the MM, and understand CR and the impact of regeneration, etc, the players meta-knowledge might not even be helpful. If you want the players to have some knowledge then it's better on all accounts IMO to make the info available in the game world rather than hope the players happen to know what they need. Situation and preferences depending of course.

Well, I kind of meant their knowledge of vampire stories - that they chew on necks, drink blood and roam among townsfolk (and glitter in sunlight) - in order to identify the "villain" rather than the Monster Manual bits required to actually confront the thing. But yeah, what you said 100%.
 

I recall reading here about writing mysteries. There was a name for it and It had something to do about each plot point led to 2 choices and each other choice led back to one of the original and another. A led to B&C, B led to A&D, C led to B&E. Someone here will know what I am babbling about. I remember reading the article and thinking that it was great.
 

Describe the terrain they are passing through. Include a few interesting sights along the way. Don't be afraid to toss in a random non-adventure encounter, like the players passing a prey animal or seeing other travelers headed back to town.

And, this is most important, research the terrain they are traveling in. A forest is not just the trees, but also the shade, the scents, the animal sounds, the other undergrowth... Even a desert a has more to it than just sand.
I like the idea of rolling any wandering monsters in advance.
Ask yourself whether you need wandering monsters at all. From your comments about the vampire sub-plot it seems that you have some developed ideas already - I'd suggest choosing your encounters in a way that you think will push things in a direction you think is fun/interesting, and not rely on the outcomes of dice rolls to set your story and pacing.

And another perspective on narrating travel - I tend to gloss over it if nothing dramatic is happening. My players seem happy with that, and I don't think they are looking for me to give them descriptions of the shadow-dappled clearings in the forest, etc, unless there is something interesting going on in said clearing.

As a player, you never really know what is going to happen next. The secrets and the unknown raises the tension level. When you are a DM, you always know what is going to happen
Not quite my experience, because the players make choices that change things.

Relating this back to my comments about encounter planning - have your encounter ideas in your back pocket, but pull them out in a sequence and with a pacing that responds to the dynamics of the session as it unfolds. Provided you know what you've got, you don't need to decide in advance exactly how you're going to use it.

A simple example: you can decide on the pacing of combat-type threats by, in part, having regard to PC hp totals. If they breezed through the first wave of goblins, send more! If the first 3 goblins beat them to within inches of their lives, hold off.

A more complex example: if you've got your vampire idea, and the players pick up on it, then you can build it into other stuff you use later. Eg one of the goblins has a child's trinket around its neck. How did it get that? It must have got it from the vampire, who took it from the child's room. But why was the vampire trading trinkets with the goblins? You don't even need to work that out in advance - you can follow the players' leads.

when confronted with the child's injuries you probably want let the players know (through a party member's knowledge or an NPC) that the wound is likely from X creature, and that X creature is likely to do Y (Y being what you think is likely ie; coming back at night).
My own view would be to hold off on this sort of thing - rather, I would suggest letting the players draw their own inferences and make their own choices, and then (as GM) you can riff off those. This also feeds into the comment about tension and uncertainty - if you're following the players' leads (in your decisions about pacing, framing etc) then you don't know what's coming next either!

Of course, if the players ask what their PCs know about vampires (or whatever) then you can give them a INT/knowledge check, and if the succeed tell them something that they probably don't know from their own folkloric knowledge (eg that the vampire can climb walls; or that it can regenerate - though personally I might drop regen from a vampire that I'm statting up for a 1st level adventure).
 

I recall reading here about writing mysteries. There was a name for it and It had something to do about each plot point led to 2 choices and each other choice led back to one of the original and another. A led to B&C, B led to A&D, C led to B&E. Someone here will know what I am babbling about. I remember reading the article and thinking that it was great.
Maybe you're thinking of the Alexandrian's "three clue" rule and "node-based scenarios".

Personally I think it can be a little bit railroad-y, especially if you're not sure the players will even care about the mystery. I prefer to keep things a bit looser, and mostly to follow the players' leads and build on those bit-by-bit. Of course that means keeping track of stuff and not getting too tangled up - which mightn't work for a Cthulhu scenario, but is probably manageable for a mystery sub-plot in a first-time D&D game.
 

One last question either for yourself and/or anyone else
How do folks feel about getting the players to help dress the world with the non-essential things like;
A tavern stands before you What is the name of that Tavern? etc.
Depends on your group and how much you do it, if you make a pause to gather different opinions, etc you are losing time and it can break the rythm, atmosphere, etc, but it can be fun. In my case we don't have the same time to play as when we were kids and during the sessions there are a lot of moments where things stall a bit with players making decisions, jokes, etc, don't need to add more of that stuff for each thing they find in game.
 

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