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<blockquote data-quote="Elder-Basilisk" data-source="post: 367788" data-attributes="member: 3146"><p>Well, usually I'd recommend cutting your teeth on a published module either as a one shot or slightly adapted to whatever campaign world you want to run. That gives you a chance to learn the system and get organized without worrying about balancing encounters and developing a plot at the same time.</p><p></p><p>One other suggestion (assuming a d20 style cyclic initiative): Use index cards to keep track of initiative. Put the characters name in the upper left (landscape orientation) and the init score in the upper right. Fill out cards for monsters before the game and keep a hit point total on the lower left (I find it helpful to put all their combat stats on the card--AC, Attacks, damage, saves, special abilities, etc--that way I don't need to refer to the MM or adventure).</p><p></p><p>When combat starts take down the initiatives in the upper left corner of each card and put them in order. That way, you'll have an easier time keeping track of who's going when than most other systems I've used. And if someone readies an action, you can just turn that card to portait orientation (like tapping a card in MAGIC). That will enable you to grab the card and easily move it in the order if the trigger occurs but the card's still in order if the trigger doesn't happen.</p><p></p><p>However, just to clarify: a fallout world? As in the video game Fallout?</p><p></p><p>If you're starting new characters, you could have everyone start out as prospective NCR Rangers. Give them their initiation assignment: raid a slave caravan on its way to Vault City.</p><p></p><p>On their way, they could run into a pack of geckos or rad scorpions or they might even run across a squatter camp outside of an abandoned (and broken) vault. They might decide to explore the vault on their own or you might have the squatters be starving now that the vault's food synthesizers have stopped working.</p><p></p><p>In either event, the players would find the lower section of the vault overrun by mole-rats, etc. If they fight their way through them they might discover some water chips or if you used the starving squaters intro, they could discover some wires the rats chewed through. When they fix the power, the food systems come back online. If you want to introduce a plot hook, some other systems could come back online and the party could find a clue to something important in the later storyline (a map to an enclave helipad or another vault or a working enclave communications system (TK 421, your systems are back online but I'm not getting any visual. . . .) or even a map to Vault 0.</p><p></p><p>After that, the players find the slaver caravan they were sent after, free the slaves and escort them back to NCR. Maybe one of the slaves or slavers has another piece of the puzzle--a radio tuned to pick up Enclave frequencies or a proposed alliance between the Bishops of New Reno and Vault City.</p><p></p><p>That will probably take a few weeks and by the time you've got that far, you can decide where to take the plot next.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 367788, member: 3146"] Well, usually I'd recommend cutting your teeth on a published module either as a one shot or slightly adapted to whatever campaign world you want to run. That gives you a chance to learn the system and get organized without worrying about balancing encounters and developing a plot at the same time. One other suggestion (assuming a d20 style cyclic initiative): Use index cards to keep track of initiative. Put the characters name in the upper left (landscape orientation) and the init score in the upper right. Fill out cards for monsters before the game and keep a hit point total on the lower left (I find it helpful to put all their combat stats on the card--AC, Attacks, damage, saves, special abilities, etc--that way I don't need to refer to the MM or adventure). When combat starts take down the initiatives in the upper left corner of each card and put them in order. That way, you'll have an easier time keeping track of who's going when than most other systems I've used. And if someone readies an action, you can just turn that card to portait orientation (like tapping a card in MAGIC). That will enable you to grab the card and easily move it in the order if the trigger occurs but the card's still in order if the trigger doesn't happen. However, just to clarify: a fallout world? As in the video game Fallout? If you're starting new characters, you could have everyone start out as prospective NCR Rangers. Give them their initiation assignment: raid a slave caravan on its way to Vault City. On their way, they could run into a pack of geckos or rad scorpions or they might even run across a squatter camp outside of an abandoned (and broken) vault. They might decide to explore the vault on their own or you might have the squatters be starving now that the vault's food synthesizers have stopped working. In either event, the players would find the lower section of the vault overrun by mole-rats, etc. If they fight their way through them they might discover some water chips or if you used the starving squaters intro, they could discover some wires the rats chewed through. When they fix the power, the food systems come back online. If you want to introduce a plot hook, some other systems could come back online and the party could find a clue to something important in the later storyline (a map to an enclave helipad or another vault or a working enclave communications system (TK 421, your systems are back online but I'm not getting any visual. . . .) or even a map to Vault 0. After that, the players find the slaver caravan they were sent after, free the slaves and escort them back to NCR. Maybe one of the slaves or slavers has another piece of the puzzle--a radio tuned to pick up Enclave frequencies or a proposed alliance between the Bishops of New Reno and Vault City. That will probably take a few weeks and by the time you've got that far, you can decide where to take the plot next. [/QUOTE]
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