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first time dm creating 4e world, help pls?
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<blockquote data-quote="Novem5er" data-source="post: 4103406" data-attributes="member: 57859"><p>I think it's a great idea. I love the red moon appearing as both a harbinger and a catalyst for aggression.</p><p></p><p>I have no problems setting 1 level players off on an epic quest because, over 30 levels, there's plenty of room to get side tracked for a couple adventures, or for the DM to adjust events according to the PCs (inevitably) out-of-left field solutions.</p><p></p><p>However, one key concept of fantasy is that new adventurers start small.</p><p></p><p>Yes, Frodo was told right away that the One Ring was directly connected to Sauron and held the power to control the world... but BILBO thought it was just a lucky find.</p><p></p><p>I definitely suggest that the Heroic levels are spent completing small goals: breaking out of prison, saving a single village, finding a helpful item (the cube?), and rescuing a local sage. </p><p></p><p>Towards the beginning of the Paragon levels, the players should start to understand that they are uniquely positioned to solve a much larger problem. Maybe the sage they rescued gives them clues to the true power of the cube? Minor villains of the Heroic levels are discovered to be henchmen of a greater evil?</p><p></p><p>It looks like you're on the right track. I'd just let the players have FUN for the first few levels especially. Give them attainable goals without putting the weight of the world on their back, then, to keep them interested, up the tension as they gain levels by revealing more and more of the plot.</p></blockquote><p></p>
[QUOTE="Novem5er, post: 4103406, member: 57859"] I think it's a great idea. I love the red moon appearing as both a harbinger and a catalyst for aggression. I have no problems setting 1 level players off on an epic quest because, over 30 levels, there's plenty of room to get side tracked for a couple adventures, or for the DM to adjust events according to the PCs (inevitably) out-of-left field solutions. However, one key concept of fantasy is that new adventurers start small. Yes, Frodo was told right away that the One Ring was directly connected to Sauron and held the power to control the world... but BILBO thought it was just a lucky find. I definitely suggest that the Heroic levels are spent completing small goals: breaking out of prison, saving a single village, finding a helpful item (the cube?), and rescuing a local sage. Towards the beginning of the Paragon levels, the players should start to understand that they are uniquely positioned to solve a much larger problem. Maybe the sage they rescued gives them clues to the true power of the cube? Minor villains of the Heroic levels are discovered to be henchmen of a greater evil? It looks like you're on the right track. I'd just let the players have FUN for the first few levels especially. Give them attainable goals without putting the weight of the world on their back, then, to keep them interested, up the tension as they gain levels by revealing more and more of the plot. [/QUOTE]
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first time dm creating 4e world, help pls?
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