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first time dm creating 4e world, help pls?
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<blockquote data-quote="Andur" data-source="post: 4105100" data-attributes="member: 27898"><p>Since somewhere you basically said your group has fun with having clearly defined goals and working within the limits, here is one suggested way:</p><p></p><p>Take your world, make the prison <START HERE>, then "draw" out a "dungeon" using the locations, events, and NPC's to fill out the "dungeon". Now, you have to make sure that any given "room" has a clue to go to another room. And that the first four plot points are all basically equal (maybe they are really just one big clue that you need to combine to understand, doesn't matter order). That way no matter which way the PC's go they will be headed towards a plot point. (This is a gentle railroad) Now, here's the "fun" part. If the PC's continue on a path "away" from any/all rooms (plot points) then you have your type "b" side quests (these are things that seemingly have no bearing on the campaign (and really don't) but will have some sort of reference to either something the PC's have already seen/done or reinforce an earlier "clue" to show them a path back to the main plot.</p><p></p><p>(Type "a" side quests are one's which don't interact directly with the main story, but have benefits which will make it easier)</p><p></p><p>As far as the anti-cube going on, its mainly because as a DM your campaign cannot hinge on any single item, event, or character, period. What if the PC's sell it to the local ruler's "adivisor"? Are these "good" PC's going to steal it back if he refuses to sell it back to them? What if they simple throw it into the sea? What if they LIKE being insane? If the campaign cannot progress without it, then something is wrong. Other things like "time stressed" campaigns are "bad" too, they make great movies, and great adventures, but horrible campaigns.</p><p></p><p>Look it at this way, worst thing happens is your players are uncooperative or not levelling to your liking you just TPK them, which is always fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="Andur, post: 4105100, member: 27898"] Since somewhere you basically said your group has fun with having clearly defined goals and working within the limits, here is one suggested way: Take your world, make the prison <START HERE>, then "draw" out a "dungeon" using the locations, events, and NPC's to fill out the "dungeon". Now, you have to make sure that any given "room" has a clue to go to another room. And that the first four plot points are all basically equal (maybe they are really just one big clue that you need to combine to understand, doesn't matter order). That way no matter which way the PC's go they will be headed towards a plot point. (This is a gentle railroad) Now, here's the "fun" part. If the PC's continue on a path "away" from any/all rooms (plot points) then you have your type "b" side quests (these are things that seemingly have no bearing on the campaign (and really don't) but will have some sort of reference to either something the PC's have already seen/done or reinforce an earlier "clue" to show them a path back to the main plot. (Type "a" side quests are one's which don't interact directly with the main story, but have benefits which will make it easier) As far as the anti-cube going on, its mainly because as a DM your campaign cannot hinge on any single item, event, or character, period. What if the PC's sell it to the local ruler's "adivisor"? Are these "good" PC's going to steal it back if he refuses to sell it back to them? What if they simple throw it into the sea? What if they LIKE being insane? If the campaign cannot progress without it, then something is wrong. Other things like "time stressed" campaigns are "bad" too, they make great movies, and great adventures, but horrible campaigns. Look it at this way, worst thing happens is your players are uncooperative or not levelling to your liking you just TPK them, which is always fun. :cool: [/QUOTE]
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first time dm creating 4e world, help pls?
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