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First-time DM--Where Do I Start???
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<blockquote data-quote="jbear" data-source="post: 5420659" data-attributes="member: 75065"><p>Good advice all round so far. Here is some practical advice that will hopefully add to what you already have got so far:</p><p></p><p>Buy the Monter Vault.</p><p></p><p>Seriously. The monsters are streamlined with some very interesting fluff to get your creative juices flowing. Plus they hit hard and are challenging.</p><p></p><p>But apart from that the box comes with 6 or 7 sheets of beautiful thick card moster tokens that are red on the other side, so you can flip them over when they are bloodied. They are really REALLY cool.</p><p></p><p>But apart from that, it comes with a short 4th level adventure and a beautiful poster map. You already have a start on your adventure, all you have to do is build the readymade adventure to fit what you already have, changing a few details here and there.</p><p></p><p>Well worth your money. Honestly.</p><p></p><p>That is how I build my adventures. I have ideas more or less where the PCs are heading ... lets say, a ruined castle in a swamp. So I look for ready made adventures. I found one with a ruined castle ... in a swamp! Ok, so the castle in the adventure is meant to whisk them away to where the castle is caught in time about midway through the adventure, which wasn't part of my original idea, but hell, it's a pretty neat sidetrek, so...</p><p>I start readjusting the story, adding details and complexity to bind it in to my original idea. I flesh out the swamp a bit more. Now the original Red Hand goblin horde they are tracking down are working in cohoots with a group of blood cultists (from the ready made adventure) who freed a demoness from her prison in time and space (the castle towhich they might be whisked away to); both bands worship the demoness. She wants the cultists to retrieve the powerful artifact she used to escape her prison from this castle lost in time and space and they are beginning a dark ritual (as per the ready made adventure) just as the PCs arrive in search of the entrance into the Red Hands lair (below the ruins). If they get caught up in the ritual (which they did) they may be whisked away with the lead cultist (which one of the pcs was), however the artifact they will need to retrieve in order to escape will bear significance on the continuation of the adventure, aiding them disarm and defeat the demoness behind the Red Hand. If they bypass it, great ... but the ruins will feel alive and dynamic, with 'other things going on'. Stealth and roleplay becomes overtly useful, critical even in how the adventure plays out. And preperationwise, all the time spent is on ideas, readjustments and linking ideas to make the story make sense. The encounters, NPCs, maps monsters and challenges are already pre built. I just bring them to life.</p><p></p><p>That is perhaps more complex than what you want to get into at this stage, but it is something to keep in mind.</p></blockquote><p></p>
[QUOTE="jbear, post: 5420659, member: 75065"] Good advice all round so far. Here is some practical advice that will hopefully add to what you already have got so far: Buy the Monter Vault. Seriously. The monsters are streamlined with some very interesting fluff to get your creative juices flowing. Plus they hit hard and are challenging. But apart from that the box comes with 6 or 7 sheets of beautiful thick card moster tokens that are red on the other side, so you can flip them over when they are bloodied. They are really REALLY cool. But apart from that, it comes with a short 4th level adventure and a beautiful poster map. You already have a start on your adventure, all you have to do is build the readymade adventure to fit what you already have, changing a few details here and there. Well worth your money. Honestly. That is how I build my adventures. I have ideas more or less where the PCs are heading ... lets say, a ruined castle in a swamp. So I look for ready made adventures. I found one with a ruined castle ... in a swamp! Ok, so the castle in the adventure is meant to whisk them away to where the castle is caught in time about midway through the adventure, which wasn't part of my original idea, but hell, it's a pretty neat sidetrek, so... I start readjusting the story, adding details and complexity to bind it in to my original idea. I flesh out the swamp a bit more. Now the original Red Hand goblin horde they are tracking down are working in cohoots with a group of blood cultists (from the ready made adventure) who freed a demoness from her prison in time and space (the castle towhich they might be whisked away to); both bands worship the demoness. She wants the cultists to retrieve the powerful artifact she used to escape her prison from this castle lost in time and space and they are beginning a dark ritual (as per the ready made adventure) just as the PCs arrive in search of the entrance into the Red Hands lair (below the ruins). If they get caught up in the ritual (which they did) they may be whisked away with the lead cultist (which one of the pcs was), however the artifact they will need to retrieve in order to escape will bear significance on the continuation of the adventure, aiding them disarm and defeat the demoness behind the Red Hand. If they bypass it, great ... but the ruins will feel alive and dynamic, with 'other things going on'. Stealth and roleplay becomes overtly useful, critical even in how the adventure plays out. And preperationwise, all the time spent is on ideas, readjustments and linking ideas to make the story make sense. The encounters, NPCs, maps monsters and challenges are already pre built. I just bring them to life. That is perhaps more complex than what you want to get into at this stage, but it is something to keep in mind. [/QUOTE]
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