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Advice wanted for DMing a new campaign
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<blockquote data-quote="Celtavian" data-source="post: 6740450" data-attributes="member: 5834"><p>Here is how I'm doing it.</p><p></p><p>1. Gave the module a read to get a feel for it.</p><p></p><p>2. Told the players what the starting scenario. I had them make characters and backgrounds before I started planning because I always try to incorporate backgrounds into the story. I need to know what they are before they start. I had them include in their background how they were captured. </p><p></p><p>3. Started play. Session 1 should be very free form role-playing. Allow them to get used to the routine of the prison and interact with the prisoners. I let my players get in some prison fights and assert their dominance. I had the guards beat them up a little. Have some fun with it and try to give each prisoner a unique personality. Once relationships are established, let the planning begin. You should have no preconceived ideas for how the players escape, though I do suggest using the demon attack as a distraction. It fits the adventure in so many ways. The demons are powerful enough to draw the attention of the high priestess of the compound. </p><p></p><p>4. Focus on each chapter as a separate entity. The chapter breakdown is pretty helpful. It allows you to prepare each section as you might a standalone module. The prison section played out nicely using all the bits within it. Now I'm on the Underdark travel section. The tables and information they provide is surprisingly effective even using random rolls with very little modification for making interesting characters. I'm very impressed by the table design for terrain and creatures. Lots of inspiration on both tables for designing fun, interesting, and setting appropriate encounters that give a strong feeling of being in the Underdark. The foraging rules are easy to use. The fungi give you some room to play as a DM throwing in some strange and exotic food/dangers.</p><p></p><p>So far I'm impressed by <em>Out of the Abyss</em>. It's very well done and user friendly. The format gives you all the tools you need to make a fun adventure with a little preparation. I'd definitely follow the chapter by chapter format letting whatever occurs in the previous chapter take you to the next part of the adventure. The players get to choose where they want to go and what they want to do. You can find appropriate challenges for any level party in each area. Even stuff that might be higher or lower level can still be very interesting.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6740450, member: 5834"] Here is how I'm doing it. 1. Gave the module a read to get a feel for it. 2. Told the players what the starting scenario. I had them make characters and backgrounds before I started planning because I always try to incorporate backgrounds into the story. I need to know what they are before they start. I had them include in their background how they were captured. 3. Started play. Session 1 should be very free form role-playing. Allow them to get used to the routine of the prison and interact with the prisoners. I let my players get in some prison fights and assert their dominance. I had the guards beat them up a little. Have some fun with it and try to give each prisoner a unique personality. Once relationships are established, let the planning begin. You should have no preconceived ideas for how the players escape, though I do suggest using the demon attack as a distraction. It fits the adventure in so many ways. The demons are powerful enough to draw the attention of the high priestess of the compound. 4. Focus on each chapter as a separate entity. The chapter breakdown is pretty helpful. It allows you to prepare each section as you might a standalone module. The prison section played out nicely using all the bits within it. Now I'm on the Underdark travel section. The tables and information they provide is surprisingly effective even using random rolls with very little modification for making interesting characters. I'm very impressed by the table design for terrain and creatures. Lots of inspiration on both tables for designing fun, interesting, and setting appropriate encounters that give a strong feeling of being in the Underdark. The foraging rules are easy to use. The fungi give you some room to play as a DM throwing in some strange and exotic food/dangers. So far I'm impressed by [I]Out of the Abyss[/I]. It's very well done and user friendly. The format gives you all the tools you need to make a fun adventure with a little preparation. I'd definitely follow the chapter by chapter format letting whatever occurs in the previous chapter take you to the next part of the adventure. The players get to choose where they want to go and what they want to do. You can find appropriate challenges for any level party in each area. Even stuff that might be higher or lower level can still be very interesting. [/QUOTE]
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