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first time dm creating 4e world, help pls?
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<blockquote data-quote="Flipguarder" data-source="post: 4104662" data-attributes="member: 61430"><p>I'm confused then, there are a few weird DM concepts that are coming up that seem illogical.</p><p></p><p>1. Railroading seems to mean creating a storyline for characters. I've asked the players about their requests for a story, and our current campaign (with all the same players) and their opinion fits in with my story (I think*). Outside of that, Im not sure what I can do to have the characters themselves create the story. I don't like that when I ask my dm the name of the closest town he looks at his dmg and rolls dice, I feel like I (the player) am changing the world, it takes away from the realism of it all.</p><p></p><p>*Andur, it seems that the only way I can run a successful story is if I don't have one? I was hoping that I could make this an incredibly deep story with reasons and background behind almost everything important and have it all planned out before hand. </p><p></p><p>2. Can someone show me an incredibly simplified system for XP that <u>would</u> 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.</p><p></p><p>3. When it comes down too it, Ive only made 4 events in the story that HAVE to happen. Everything else can be avoided or changed by the characters decisions. BUT, the bottom line is that the world is what Im creating. The world is what leads the characters through the story. But the characters lead themselves through the world. Now, is that in and of itself too much structure. Cause if it is, Im not sure how much fun Im going to have being a dm, I'm decent enough at improvisation, but what I really love, is planning for any contingency, because the WORLD is created.</p><p></p><p>4. My main goal is to give the characters the feeling of total freedom, but at the same time create an epic story with earth shattering consequences. If this is possible, or if people have had what they consider a success at these ideas, I would love their input. Or am I just playing the wrong game to do that?</p><p></p><p></p><p>I'm not sure if I was clear but two things to clarify.</p><p></p><p>One the heroic teir will not encompass world altering events. its simply the characters fixing the lesser problems brought about by the evil alliance.</p><p></p><p>I will run a series of 4e dungeon delves before the campaign begins.</p><p></p><p></p><p>thanks in advance.</p></blockquote><p></p>
[QUOTE="Flipguarder, post: 4104662, member: 61430"] I'm confused then, there are a few weird DM concepts that are coming up that seem illogical. 1. Railroading seems to mean creating a storyline for characters. I've asked the players about their requests for a story, and our current campaign (with all the same players) and their opinion fits in with my story (I think*). Outside of that, Im not sure what I can do to have the characters themselves create the story. I don't like that when I ask my dm the name of the closest town he looks at his dmg and rolls dice, I feel like I (the player) am changing the world, it takes away from the realism of it all. *Andur, it seems that the only way I can run a successful story is if I don't have one? I was hoping that I could make this an incredibly deep story with reasons and background behind almost everything important and have it all planned out before hand. 2. Can someone show me an incredibly simplified system for XP that [U]would[/U] 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. 3. When it comes down too it, Ive only made 4 events in the story that HAVE to happen. Everything else can be avoided or changed by the characters decisions. BUT, the bottom line is that the world is what Im creating. The world is what leads the characters through the story. But the characters lead themselves through the world. Now, is that in and of itself too much structure. Cause if it is, Im not sure how much fun Im going to have being a dm, I'm decent enough at improvisation, but what I really love, is planning for any contingency, because the WORLD is created. 4. My main goal is to give the characters the feeling of total freedom, but at the same time create an epic story with earth shattering consequences. If this is possible, or if people have had what they consider a success at these ideas, I would love their input. Or am I just playing the wrong game to do that? I'm not sure if I was clear but two things to clarify. One the heroic teir will not encompass world altering events. its simply the characters fixing the lesser problems brought about by the evil alliance. I will run a series of 4e dungeon delves before the campaign begins. thanks in advance. [/QUOTE]
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first time dm creating 4e world, help pls?
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