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<blockquote data-quote="Robtheman" data-source="post: 5251473" data-attributes="member: 89625"><p><strong>DMing - 4 weeks to greatness</strong></p><p></p><p>Week 1:</p><p>- Make characters</p><p></p><p>- Put players through a short encounter to learn the ropes</p><p></p><p>- Give them some "plot hooks" as part of the loot</p><p> - ex.: The kobold leader had a necklace with a strange symbol on it. all </p><p> you need to know as GM is what it means. The PCs can figure out </p><p> a genius of way of discovering that information.</p><p> - ex.: The kobolds were sacrificing spiders at an altar. Let them know this</p><p> is strange behavior for the kobolds, as they generally don't sacrifice</p><p> creatures.</p><p> - ex.: The kobolds had an old signet ring with a familiar sign on it. It's a </p><p> ring from the ________ family, who used to rule this region. </p><p> Everyone knows they moved East a few days when they fell out of </p><p> favor with the King.</p><p></p><p>- Now sit back and pay attention to what they chatter on about. You'll see which plot hook captures their interest. Now you've got a week to think about 'What would happen next.' This is where you get to guide plot by pondering what is happening in the world in response to the PCs actions.</p><p></p><p>- If the players are really excited about game mechanics at the end of session 1 you might wait until the start of session 2 to reveal the Plot hooks. This would require a more improvising on your part as they'd be able to respond to those plot hooks immediately. No way for you to know which they'll latch on to. <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /></p><p></p><p>Week 2: </p><p>- Don't let the pressure off. They just learned how to use their powers but the PCs need practice, and so do you. </p><p>- This time show give them a chance to use combat advantage, work as a team etc. </p><p>- Have more of the same monsters show up, plus 1 new monster that is like, awesome. An elite of some sort. Play it up so they get concerned about it.</p><p>- Using the same monsters lets them practice the techniques they picked up last time. The elite is how you turn up the heat - and have some fun yourself.</p><p>- If the elite has to do with one of the plot hooks in some way, even better.</p><p></p><p>Week 3: The World and The Skill Challenge</p><p>- Let them know they are being watched. They can use their skills to investigate the situation but leave it a mystery. Let them explore further and just get into the world. You're probably more comfortable with the rules now, and beginning to know the world they live in. Lay it on thick. They'll eat it up. </p><p>- Let them find something that relates to one of the other plot hooks. Then shock them with something so dangerous that they absolutely have to run. Be sure you let them know in no uncertain terms that they will die a horrible death if they stick around.</p><p>- Introduce the skill challenge. I highly recommend using the Obsidian System for skill challenges. Search google with the following string- enworld: obsidian system and select the top link. Use that to create your first skill challenge. A chase!</p><p>- Skill challenges let the PC describe the exact type of awesome things they see their character doing. It's also an easy way to get into roleplaying. No clunky awkward dialogue, just pure emotive awesomeness. PC1:"I Jump over a log and swing on a vine across the stream!" <athletics check> or PC2:"I channel arcane energy into the earth and disrupt the signs of our passage" <arcana check></p><p>- At the end of the skill challenge have them get into another fight, but make it easier if they win the skill challnege, the same if they break even on the skill challenge, and harder if they fail.</p><p></p><p>Week 4:</p><p>- Have a big bad boss fight followed by bunches of loot. In this encounter use the terrain against them. Are there pits all over? Bogs? A rushing waterfall? Shifting earth? Make sure they can use the environment to their advantage as well. </p><p>- When they beat the big bad evil guy be sure to include a simple plot hook that takes them somewhere for a reward. It need not lead anywhere beyond a little more treasure and a warm bed, but it does offer a sense of transition.</p><p></p><p>Your party now understands minions, regular monsters, elites and solos. They've seen a skill challenge, used all their powers a few times each and had brushes with death. They've got adventures to follow and treasure to polish and probably the appreciation of a small village. </p><p></p><p>Just my 2 cents. But if you want a step by step method of introducing yourself and your players to the game, the above would probably work out pretty well.</p><p></p><p>Good luck and have a blast =)</p></blockquote><p></p>
[QUOTE="Robtheman, post: 5251473, member: 89625"] [b]DMing - 4 weeks to greatness[/b] Week 1: - Make characters - Put players through a short encounter to learn the ropes - Give them some "plot hooks" as part of the loot - ex.: The kobold leader had a necklace with a strange symbol on it. all you need to know as GM is what it means. The PCs can figure out a genius of way of discovering that information. - ex.: The kobolds were sacrificing spiders at an altar. Let them know this is strange behavior for the kobolds, as they generally don't sacrifice creatures. - ex.: The kobolds had an old signet ring with a familiar sign on it. It's a ring from the ________ family, who used to rule this region. Everyone knows they moved East a few days when they fell out of favor with the King. - Now sit back and pay attention to what they chatter on about. You'll see which plot hook captures their interest. Now you've got a week to think about 'What would happen next.' This is where you get to guide plot by pondering what is happening in the world in response to the PCs actions. - If the players are really excited about game mechanics at the end of session 1 you might wait until the start of session 2 to reveal the Plot hooks. This would require a more improvising on your part as they'd be able to respond to those plot hooks immediately. No way for you to know which they'll latch on to. :hmm: Week 2: - Don't let the pressure off. They just learned how to use their powers but the PCs need practice, and so do you. - This time show give them a chance to use combat advantage, work as a team etc. - Have more of the same monsters show up, plus 1 new monster that is like, awesome. An elite of some sort. Play it up so they get concerned about it. - Using the same monsters lets them practice the techniques they picked up last time. The elite is how you turn up the heat - and have some fun yourself. - If the elite has to do with one of the plot hooks in some way, even better. Week 3: The World and The Skill Challenge - Let them know they are being watched. They can use their skills to investigate the situation but leave it a mystery. Let them explore further and just get into the world. You're probably more comfortable with the rules now, and beginning to know the world they live in. Lay it on thick. They'll eat it up. - Let them find something that relates to one of the other plot hooks. Then shock them with something so dangerous that they absolutely have to run. Be sure you let them know in no uncertain terms that they will die a horrible death if they stick around. - Introduce the skill challenge. I highly recommend using the Obsidian System for skill challenges. Search google with the following string- enworld: obsidian system and select the top link. Use that to create your first skill challenge. A chase! - Skill challenges let the PC describe the exact type of awesome things they see their character doing. It's also an easy way to get into roleplaying. No clunky awkward dialogue, just pure emotive awesomeness. PC1:"I Jump over a log and swing on a vine across the stream!" <athletics check> or PC2:"I channel arcane energy into the earth and disrupt the signs of our passage" <arcana check> - At the end of the skill challenge have them get into another fight, but make it easier if they win the skill challnege, the same if they break even on the skill challenge, and harder if they fail. Week 4: - Have a big bad boss fight followed by bunches of loot. In this encounter use the terrain against them. Are there pits all over? Bogs? A rushing waterfall? Shifting earth? Make sure they can use the environment to their advantage as well. - When they beat the big bad evil guy be sure to include a simple plot hook that takes them somewhere for a reward. It need not lead anywhere beyond a little more treasure and a warm bed, but it does offer a sense of transition. Your party now understands minions, regular monsters, elites and solos. They've seen a skill challenge, used all their powers a few times each and had brushes with death. They've got adventures to follow and treasure to polish and probably the appreciation of a small village. Just my 2 cents. But if you want a step by step method of introducing yourself and your players to the game, the above would probably work out pretty well. Good luck and have a blast =) [/QUOTE]
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