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first time dm creating 4e world, help pls?
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<blockquote data-quote="Flipguarder" data-source="post: 4104348" data-attributes="member: 61430"><p>thanks first and foremost thank you all for your replies, its impossible to recieve too much advice as a beginning dm.</p><p></p><p>Im not worried about creating relationships between the characters. But just due to role-playing I imagine this scenario. I'm in prison, these other guys are in prison, we escape. "see ya, I got stuff to do.", not "hey, lets join forces and solve the world's problems."</p><p></p><p>I like the idea of giving the characters secrets and quirks that establish more of a relationship with eachother. But I'll work that out when they create them</p><p></p><p></p><p>I don't understand the idea of not spoon-feeding the plot. If you mean that I shouldnt explain every plot point to them, I dont plan on doing that, if you are saying I should let the characters develop the plot, I dont understand how to do that. There are story reasons why they are in prison originally. after that the main idea is the Characters are dropped on midworld and given the choice to go essentially ANYWHERE. I have the whole material plane mapped out and I plan on having adventures available in most places. </p><p></p><p>Throughout their travels (not that epic, being attacked by gnolls, being shipwrecked on a kuo-tua lair, stopping a slave trade, various urban encounters) I will drop hints about whats happening eventually leading to the knowledge at lvl 8-10 that the Dark tower is the cause for the world-wide aggression, after stopping it they will know that Corellon Larethian is captured and they(pcs) hold his essence, they will spend the next 10 lvls trying to find him by traveling through various planes and going to various temples. My npcs will give them advice, but most of the time, where they wanna go is up to them, everything is already set up </p><p></p><p>as for the over arc problem, I plan on this being a bi-weekly game lasting 4 hrs each with levels being gained about every 7-9 encounters. 3-5 encounters per session mean that the game will last a maximum of 10 months and a minimum of about 4 months, we've been playing for 4 months now, and are level 11 a lot of story is involved but it will be pretty condensed, not as much fluff as most campaigns. the exp system im using is WWWAAAYY simplified, as my current dm does it. which is basically based on encounters per level with exceptions on both story/noncombat encounters and encounter difficulty. A battle with an ecl 2 or 3 levels above them will count as 2 encounters and vice-versa.</p><p></p><p>as for iron skies rule for DMing, is planning for most pc plans and winging it after that a workable plan, or will characters strive to make my campaign useless by making unrealistic decisions. "I have 10,000 gold, i want to buy a house and get a job"</p><p></p><p>I appreciate the comments and would love any other advice or questions, I find it helps to get other's views on my idea, whether good or bad.</p></blockquote><p></p>
[QUOTE="Flipguarder, post: 4104348, member: 61430"] thanks first and foremost thank you all for your replies, its impossible to recieve too much advice as a beginning dm. Im not worried about creating relationships between the characters. But just due to role-playing I imagine this scenario. I'm in prison, these other guys are in prison, we escape. "see ya, I got stuff to do.", not "hey, lets join forces and solve the world's problems." I like the idea of giving the characters secrets and quirks that establish more of a relationship with eachother. But I'll work that out when they create them I don't understand the idea of not spoon-feeding the plot. If you mean that I shouldnt explain every plot point to them, I dont plan on doing that, if you are saying I should let the characters develop the plot, I dont understand how to do that. There are story reasons why they are in prison originally. after that the main idea is the Characters are dropped on midworld and given the choice to go essentially ANYWHERE. I have the whole material plane mapped out and I plan on having adventures available in most places. Throughout their travels (not that epic, being attacked by gnolls, being shipwrecked on a kuo-tua lair, stopping a slave trade, various urban encounters) I will drop hints about whats happening eventually leading to the knowledge at lvl 8-10 that the Dark tower is the cause for the world-wide aggression, after stopping it they will know that Corellon Larethian is captured and they(pcs) hold his essence, they will spend the next 10 lvls trying to find him by traveling through various planes and going to various temples. My npcs will give them advice, but most of the time, where they wanna go is up to them, everything is already set up as for the over arc problem, I plan on this being a bi-weekly game lasting 4 hrs each with levels being gained about every 7-9 encounters. 3-5 encounters per session mean that the game will last a maximum of 10 months and a minimum of about 4 months, we've been playing for 4 months now, and are level 11 a lot of story is involved but it will be pretty condensed, not as much fluff as most campaigns. the exp system im using is WWWAAAYY simplified, as my current dm does it. which is basically based on encounters per level with exceptions on both story/noncombat encounters and encounter difficulty. A battle with an ecl 2 or 3 levels above them will count as 2 encounters and vice-versa. as for iron skies rule for DMing, is planning for most pc plans and winging it after that a workable plan, or will characters strive to make my campaign useless by making unrealistic decisions. "I have 10,000 gold, i want to buy a house and get a job" I appreciate the comments and would love any other advice or questions, I find it helps to get other's views on my idea, whether good or bad. [/QUOTE]
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first time dm creating 4e world, help pls?
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