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DMing "Out of the Abyss"
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<blockquote data-quote="Istbor" data-source="post: 6710242" data-attributes="member: 6801670"><p>Take this for what it is worth: I have been DMing for 15 years now and maybe because it have never run an published encounter, I am still a wee bit scared. I think it is natural. I am well versed in running sandbox campaigns so that aspect is known to me at least. </p><p></p><p>I play with friends generally, and so failure, while always a possibility becomes more of a learning experience. What did I do wrong? What could I have included or excluded to make the campaign more gripping? These are things you can learn after a not so good attempt.</p><p></p><p>This adventure looks like an excellent way to cut your teeth in regards to Dming. I do agree though, it will require some experience with Dming. Fitting together your encounters both random and pre-built into a seamless adventure is going to be a good portion of what you will want to do. </p><p></p><p>Here is something else I am planning on working on while running this campaign. As it has been said, there is the potential for a lot of random encounters. I am fine with that, and my players are fine with that. They do not like to fast forward travel all of the time. I like that some of the terrain has suggested monster encounters, I am taking that further and sectioning off the journey into several territories for certain monsters/encounters. </p><p></p><p>Think the Raptors' tall grass from Jurassic Park. I think it will add to the progression as they travel and make it more interesting for the players to map as they go along. Probably not a revolutionary idea, but I like to take some of the random out of my random encounters from time to time in favor of verisimilitude. </p><p></p><p></p><p>: / I feel now like I was all over the place in this post. Oh well!</p></blockquote><p></p>
[QUOTE="Istbor, post: 6710242, member: 6801670"] Take this for what it is worth: I have been DMing for 15 years now and maybe because it have never run an published encounter, I am still a wee bit scared. I think it is natural. I am well versed in running sandbox campaigns so that aspect is known to me at least. I play with friends generally, and so failure, while always a possibility becomes more of a learning experience. What did I do wrong? What could I have included or excluded to make the campaign more gripping? These are things you can learn after a not so good attempt. This adventure looks like an excellent way to cut your teeth in regards to Dming. I do agree though, it will require some experience with Dming. Fitting together your encounters both random and pre-built into a seamless adventure is going to be a good portion of what you will want to do. Here is something else I am planning on working on while running this campaign. As it has been said, there is the potential for a lot of random encounters. I am fine with that, and my players are fine with that. They do not like to fast forward travel all of the time. I like that some of the terrain has suggested monster encounters, I am taking that further and sectioning off the journey into several territories for certain monsters/encounters. Think the Raptors' tall grass from Jurassic Park. I think it will add to the progression as they travel and make it more interesting for the players to map as they go along. Probably not a revolutionary idea, but I like to take some of the random out of my random encounters from time to time in favor of verisimilitude. : / I feel now like I was all over the place in this post. Oh well! [/QUOTE]
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