First-Time DM, tips, ideas?


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Interested2 said:
Thank you for the advice about the Gestalt character - I had some misgivings about it earlier, but you guy's have really fleshed them out.
And you've asked the Barbarian/Wizard(gestalt) to consider something else?

One gestalt... whatever flavour, is just bad for you and his fellow players.


Mike
 

First, decide if your answer to questions that start "Can I do . . . " is going to be "Yes," or "just a sec, let me check the rules . . . ." Make sure your players know that too. Decide if "Yes" means, in general or just until I've had a chance to do the research.

Second, sit down with a piece of paper. Decide what level you want the party to be when they complete the adventure. Along the left margin of the page, write numbers from 8 to the completion level. Then, sketch out what the bad guys will be doing (barring interference by the party) at each of those levels. Give the villians a goal, and plan out how they're going to get there. In the far right margin, make brief notes about the kinds of adversaries the party is likely to encounter at each level. Sure, you've got the entire MM, but you don't need to use all of it. By picking a thematic set of sub-adversaries, you've taken the first step toward dungeon ecology.

If this is going to be an epic campaign with a specific goal, let the players know that. It will help reduce the feelings of being railroaded into your story. At the same time, at every juncture of the adventure, include at least two, if not four, alternate routes they can use to advance the plot.

I find it helpful to note the effect of chosing each branch. If the party opts for this branch, they get x piece of information, or z useful item. If they don't, the bad guys get y.

Don't screw the party for not chosing the option you prefer.
Don't forget to occasionally give "Go home and recover for a week or two" as an option.
Do think about what the bad guys are doing while the PCs are on sabbatical.

Avoid the SuperNPC. It just destroys the PCs agency within the game. Do plan out encounters in advance. Give the party an option to not take on more than they can deal with. If they do bite off more than they can chew, prepare for the consequences. They could be captured, they could be left for dead (and subsequently stabilized by an unknown ally). Someone (perhaps a powerful cleric who can't otherwise get involved) could be so interested in seeing them succeed that he or she will pay to have them raised (but maybe only a limited number of times). But don't let them think that they can take on anything because Mr. Constructor will save them. If you really are worried about this, create a magical item that "stores" one (or some other number) hit point and lets PCs heal level+4 hitpoints as their natural healing. It's cheesy, because it elminates the death penalty. Use it like this: when a PC hits, -9, he appears dead. Unless the bad guys are taking the time to destroy bodies, he's just unconscious, stabilized, and in a deep trance. 24 hours later, your 8th level PC would wake up with 5 hp.

--G
 

Continued

And you've asked the Barbarian/Wizard(gestalt) to consider something else?​

I will as soon as he gets back from work.

Second, sit down with a piece of paper. Decide what level you want the party to be when they complete the adventure. Along the left margin of the page, write numbers from 8 to the completion level. Then, sketch out what the bad guys will be doing (barring interference by the party) at each of those levels. Give the villians a goal, and plan out how they're going to get there. In the far right margin, make brief notes about the kinds of adversaries the party is likely to encounter at each level. Sure, you've got the entire MM, but you don't need to use all of it. By picking a thematic set of sub-adversaries, you've taken the first step toward dungeon ecology.​

As I do not have the Manual of the Planes, what types of creatures are native to the plane of shadow? Of course, I will be using the Dysderians extensively, but after a few dungeons of them it would bore the players. I'm planning on having them run into an illithid outpost (complete with native life) as they venture further into the underdark. Having noticed the Half-Illithid Dragon on here, I will probably be applying the template to a few creatures to provide for unique challanges.

Also, wonderful ideas! Damn, you guys are good.


Avoid the SuperNPC. It just destroys the PCs agency within the game.​

Are you refering to the SuperNPC with the party, or the SuperNPC that sends them on the quest? (The Malagruym).
 

Interested2 said:
I love that idea of the centuar slavers! It will be used as you suggested.

:D

I just started rereading The Darksword Trilogy (I never finished it actually...I lost the third book when I left for basic training in the US Army back in 1990...but that's beside the point...) It's got an interesting take on centaurs...not as Neutral Good benevolent nature beings, but twisted creatures built for war, forgetting their history and reveling in destruction and cruelty. Seems pretty cool so I was thinking of using it in my own game or in a Play-by-post that I might be starting soon.

Feel free to use it, of course Considering that a typical centaur is a CR 3, giving their leaders 5 to 7 levels of adventurer classes would make for some seriously tough (and interesting) villians
 

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