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Failures of a new DM, and how to correct it?
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<blockquote data-quote="mentle" data-source="post: 5867170" data-attributes="member: 6676780"><p>I am/was a new dm, with a few new (no gaming experience) players and a couple experienced players. I had concern that the new players, mainly my wife, would become bored with playing so I thought I would be making things more exciting. </p><p> So mistake number one, I let my players become to strong. Not having a large d20 type gaming background I allowed rolls for stats and we wound up with some very high rolls. I assumed scaling monsters and dungeons to compensate would be fairly easy, turns out I was wrong.</p><p></p><p> Mistake number 2, to many awards and way to powerful. Coming from a video rpg background I was used to constant rewards, again assuming the difficulty scaling would be easy to compensate.</p><p></p><p> Mistake number three, I can't say no to new players. We started out with five players and a few of them ended up not being able to continually make it, so someone asked if a friend could join. Sure we needed another player, then their wife wanted to join. Then the tank's girlfriend wanted to play. So on and so on. So I am at the point now that at any given time I can have 9-10 people wanting to play. The group is lvl 10 so starting all over would be kind of a dick move. </p><p></p><p> So currently I am considering running a, lvl 15 campaign anne cutting any item rewards in an attempt to plateau the groups power with limited to no item rewards. Any other suggestions on how to make the game more challenging again?</p></blockquote><p></p>
[QUOTE="mentle, post: 5867170, member: 6676780"] I am/was a new dm, with a few new (no gaming experience) players and a couple experienced players. I had concern that the new players, mainly my wife, would become bored with playing so I thought I would be making things more exciting. So mistake number one, I let my players become to strong. Not having a large d20 type gaming background I allowed rolls for stats and we wound up with some very high rolls. I assumed scaling monsters and dungeons to compensate would be fairly easy, turns out I was wrong. Mistake number 2, to many awards and way to powerful. Coming from a video rpg background I was used to constant rewards, again assuming the difficulty scaling would be easy to compensate. Mistake number three, I can't say no to new players. We started out with five players and a few of them ended up not being able to continually make it, so someone asked if a friend could join. Sure we needed another player, then their wife wanted to join. Then the tank's girlfriend wanted to play. So on and so on. So I am at the point now that at any given time I can have 9-10 people wanting to play. The group is lvl 10 so starting all over would be kind of a dick move. So currently I am considering running a, lvl 15 campaign anne cutting any item rewards in an attempt to plateau the groups power with limited to no item rewards. Any other suggestions on how to make the game more challenging again? [/QUOTE]
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Failures of a new DM, and how to correct it?
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