Pierson_Lowgal said:Moreover, for a novice DM, stay small - start with local problems, they are more interesting anyway. As a corollary, the prison setup reeks of forced cohesion. The group should be cohesive because they have something in common. The feartheboot podcasters (feartheboot.com) call it a group-template. The template is pre-existing relationships between PC's that gives the game a common direction. Moreover, if you disassociate the characters from places they know and people they care about, you lose out on the opportunity to create adventures utilizing character-backstories. And stories derived from character history have more emotional impact than stories purely derived from the GM-created plot. But maybe that's more than your players care about, but I'd ask them.
Good luck.
Lackhand said:Separately, if you throw gods and artifacts at them at level 1, you not only have nowhere to scale up to, but you risk god-fatigue, where the whole thing becomes hard to sustain and farcical.
Lackhand said:As soon as you find the need to get the plot "back on track" (which isn't the same as getting the players back on track!), you've removed their actual agency.
Lackhand said:Yeah, but you're throwing artifacts at them to force the plot that you want them to follow, and you're starting the campaign with this. It's not bad in and of itself, but it correlates strongly with badness. JRR Tolkien was a nifty writer, but a lousy DM.
CSK said:I'd say the easiest way to make your characters level at the rate you want is to ignore the XP values of the encounters. Just let them level up every 3-4 sessions if you want 30 levels and 90-120 sessions total.
Cailte said:Here's a question for you;
What do you do if the PCs side with the people you deem to be the bad guys?
Flipguarder said:Final question, is it possible to create a fun, epic-story game, that includes a cohesive plot throughout the campaign with few side-quests? because bottom line, thats what I wanna do.
*hugs Lackhand*
thanks everyone.
Final question, is it possible to create a fun, epic-story game, that includes a cohesive plot throughout the campaign with few side-quests? because bottom line, thats what I wanna do.
You get 1 XP each session. Every 4 XP = 1 level. Done.Flipguarder said:2. Can someone show me an incredibly simplified system for XP that would lvl them to 30 within around 90-120 sessions. I know that may be quick, but I dont wanna play this campaign forever. I'm unaware of how long it should take to level that high, but I was originally hoping to do it in 60 sessions. I know this might be unrealistic, I'm new, be nice.
Cailte said:you'll see a lot more Han Solo than you will Luke Skywalker for example.
Tallarn said:Be wary of "The players HAVE to do this" or "The players WON'T know this until..." because you need to be aware that a lot of players will end up not doing it. Not because they're horrible players, but just because, well, they're people and they're unpredictable.
Tallarn said:You'll only be railroading them (as I understand the term) if, for example, they throw the Cube away and it magically reappears in their possession a day later.
Our work here is done. Don't forget to come back with tips, tricks, further request for advice, horror stories, bragging, and a story hour.A Very Wise Individual said:Bottom line: it's only bad if the group says it's bad.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.