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first time dm creating 4e world, help pls?
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<blockquote data-quote="Andur" data-source="post: 4104568" data-attributes="member: 27898"><p>My humble words of advice:</p><p></p><p>1) DnD is a joint effort. The players and the DM need to be having fun. If you invest too much to your storyline/arc then either you end up pissed the players are ignoring it, or they get pissed they are essentially being railroaded.</p><p></p><p>2) Your group levels too quickly. 3-5 encounters in a 4 hour session is insane. (note my opinion only) However 4e will be much easier to figure out then the EL system, you just figure out how much XP you want to PC's to get in any given encounter, and then throw XP*(# of PC) and away you go.</p><p></p><p>3) Lay down a good foundation (which for an overall world I think you have, I'm not crazy about the plot), then along with the players build an adventure/campaign. Have them in jail together is great (one of my favs), as long as they basically have to work together to have any decent chance of escaping. After the escape, is where it takes the "working together" part. Perhaps the PC's were "falsely accused" or brought in by a "bad sheriff" and need or want to clear their name(s). It shouldn't take too much to nudge them to work together just a little longer, little things like "Yeah, he's a dwarf, but he saved my life..." tend to go a long ways for a party to stick together even when there is no apparant immiediate goal.</p><p></p><p>4) Make notes, lots of them. Actions should have consequences, good and bad.</p><p></p><p>5) Start with a dungeon delve (escape through the sewers perhaps), the restrictive structure enables you to focus on the rules, adjucating, and getting to know/see the player's styles and party dynamic early. (This ties in with 3, just in a different way) As you get more comfortable in the DM role, you can open it up at the start, but really, going micro and opening to macro is easier than the other way around.</p><p></p><p>0) This one is last, because it is important: Look, sound, and act like you know what you are doing. Doesn't mean to not look up a rule if it is really important, but most the time "Sure, make a roll versus (appropriate check here)." goes a long ways, even if the results are "You are very confident that there is no (fill in whatever they were looking for, trying to do, etc that you had no idea what it was, they were trying to accomplish, or didn't feel like filling in here)</p><p></p><p>Remember games are suppose to be fun, for everyone.</p></blockquote><p></p>
[QUOTE="Andur, post: 4104568, member: 27898"] My humble words of advice: 1) DnD is a joint effort. The players and the DM need to be having fun. If you invest too much to your storyline/arc then either you end up pissed the players are ignoring it, or they get pissed they are essentially being railroaded. 2) Your group levels too quickly. 3-5 encounters in a 4 hour session is insane. (note my opinion only) However 4e will be much easier to figure out then the EL system, you just figure out how much XP you want to PC's to get in any given encounter, and then throw XP*(# of PC) and away you go. 3) Lay down a good foundation (which for an overall world I think you have, I'm not crazy about the plot), then along with the players build an adventure/campaign. Have them in jail together is great (one of my favs), as long as they basically have to work together to have any decent chance of escaping. After the escape, is where it takes the "working together" part. Perhaps the PC's were "falsely accused" or brought in by a "bad sheriff" and need or want to clear their name(s). It shouldn't take too much to nudge them to work together just a little longer, little things like "Yeah, he's a dwarf, but he saved my life..." tend to go a long ways for a party to stick together even when there is no apparant immiediate goal. 4) Make notes, lots of them. Actions should have consequences, good and bad. 5) Start with a dungeon delve (escape through the sewers perhaps), the restrictive structure enables you to focus on the rules, adjucating, and getting to know/see the player's styles and party dynamic early. (This ties in with 3, just in a different way) As you get more comfortable in the DM role, you can open it up at the start, but really, going micro and opening to macro is easier than the other way around. 0) This one is last, because it is important: Look, sound, and act like you know what you are doing. Doesn't mean to not look up a rule if it is really important, but most the time "Sure, make a roll versus (appropriate check here)." goes a long ways, even if the results are "You are very confident that there is no (fill in whatever they were looking for, trying to do, etc that you had no idea what it was, they were trying to accomplish, or didn't feel like filling in here) Remember games are suppose to be fun, for everyone. [/QUOTE]
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first time dm creating 4e world, help pls?
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