Getting D&D going again.....

Melkor

Explorer
I posted my gaming groups history over in another thread:
http://enworld.cyberstreet.com/showthread.php?s=&threadid=57441

But to sum it up: we haven't been able to keep a steady D&D campaign going since the early 90's. We used to game 1 night a week until about a year and a half ago. Since then, none of us have played.

I have the opportunity to DM a weekend 3.5 game in August.....a solid 2 1/2 days of D&D. If this doesn't work, most of the guys I used to play with will probably shelve pen & paper RPGs for their 'easier' computer alternatives. I, on the other hand, have never had the immersive fun with computer games that pen & paper RPGs have brought.

I have to do it right. I have to plan a fun, self-contained adventure that will entertain the players, and make them want to continue the story. If it works out, we will be getting together for bi-weekly games where the story can continue.

To tell you a little about what I think my players would like:
1) The opportunity to be heros. To save the day, even if it means sacrificing their characters in the end.
2) To feel like they are not being railroaded.
3) The opportunity to be 'bad asses'....Instead of the average joe.

To take care of 3, I'm going to start them at level 3 so they have the ability to pack a little punch. I'm also debating about the campaign setting.....I might start small enough that I don't need to make references to a whole lot of campaign specific material - that way I can leave it open ended if I want to use something in the future.

I'm asking you guys for two things:

1) Adventure Ideas that could turn into a full-fledged campaign.
2) Tips on making it a memorable game, that will keep the players coming back for more.

Sorry if this is a little vague. If you have any questions for me that give you a better idea about how you can help me out (i.e. Help me help you), post them up. Thanks in advance.
 

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Melkor said:
I have the opportunity to DM a weekend 3.5 game in August.....a solid 2 1/2 days of D&D. If this doesn't work, most of the guys I used to play with will probably shelve pen & paper RPGs for their 'easier' computer alternatives. I, on the other hand, have never had the immersive fun with computer games that pen & paper RPGs have brought.


Me neither. Getting together with a group of friends around a table and sharing food and a few laughs is way more fun than sitting alone in front of a computer.

Melkor said:

I have to do it right. I have to plan a fun, self-contained adventure that will entertain the players, and make them want to continue the story. If it works out, we will be getting together for bi-weekly games where the story can continue.

To tell you a little about what I think my players would like:
1) The opportunity to be heros. To save the day, even if it means sacrificing their characters in the end.
2) To feel like they are not being railroaded.
3) The opportunity to be 'bad asses'....Instead of the average joe.


You may want to check out my company's debut product, an adventure setting called "World of Whitethorn 1A: The Hamlet of Thumble".

It contains an interesting mini campaign setting with fully-detailed NPCs. You can use it independently or as part of the world-building series for Whitethorn. There is an overarching plot that continues with each product that is very interesting, too.

The adventure itself is very non-linear. In fact, "THoT" has been described by Gamewyrd as similar to the computer game "Baldur's Gate" in its openness.

There are also tips on how to start a new game, how to make "superheroes" out of your PCs by giving them unique special abilities, DM advice, and more.

Melkor said:

To take care of 3, I'm going to start them at level 3 so they have the ability to pack a little punch. I'm also debating about the campaign setting.....I might start small enough that I don't need to make references to a whole lot of campaign specific material - that way I can leave it open ended if I want to use something in the future.


Personally, I like starting PCs at 1st-level. There's a sense of a new beginning and freshness to it. Also, with 3rd edition (ahem, 3.5 edition) rules, going from 1st- to 2nd-level is a snap. It only takes a few easy encounters to progress!

Again "The Hamlet of Thumble" starts out small, just describing a hamlet of halflings. Then the series moves bigger to describe an entire kingdom, country, continent, then an entire world! You can pick and choose which parts you want to use.

Melkor said:


I'm asking you guys for two things:

1) Adventure Ideas that could turn into a full-fledged campaign.
2) Tips on making it a memorable game, that will keep the players coming back for more.

Sorry if this is a little vague. If you have any questions for me that give you a better idea about how you can help me out (i.e. Help me help you), post them up. Thanks in advance.


I don't want to keep sounding like a salesman, but I would definitely recommend checking out "The Hamlet of Thumble".

Here is a link for more information:
http://www.openworldpress.com

Also, I've just announced a contest here http://enworld.cyberstreet.com/showthread.php?s=&threadid=57700 where if you send us a review of this product, you are entered to win the next product for free!

Good luck!
 

Use a murder mystery type set up to draw them in. One good villan is a ghoul or ghast, or even a small group depending upon what level you start at. AEG has a good book on Undead that has some nice background stuff.

Dragon's Lair has or can order AEG books if you don't have it.

Other possiblities is just a simple Orc problem. (Some one stole a local holy item and now the orcs demand it back, or blood scarfice to appease their god. Give you and/or your character several avenues to persue.
 

Thanks for the input so far. I'll check out your product, but in the end - I think I am going to make something up from scratch.

I have always fealt that the 1st level start was the best thing to do to give you the opportunity to flesh out your character. After so many 1st level characters, I have two reasons for wanting to start at 3rd level:

1) My players have made so many first level characters over the years that have been shelved 'for a new campaign', that they feel like the are living in Groundhog Day....Part of this is my fault, part of this is the fault of our original DM.

2) After playing for so many years, I've tried a number of things to start campaigns out. Either the players already know each other (i.e. Grew up together), or they meet in the first adventure. I've found that meeting in the first adventure usually doesn't inspire my players to have their character's feel a need to sacrifice for the other characters, or even accompany them on an adventure.

I've tried different things in the past to 'throw them' into a situation where they feel a mutual need, but after gaming 18 years together, even this feels stale.

If I start them at 3rd level - The characters haven't advanced so far that they are fully developed, and their lives have already played out - yet I can write a one page description and give them a full background of their adventures together and why they would care to adventure with the rest of the group.




With all of that said, I've decided I want something in a winter setting....lots of ice and snow......and a fortress built into a chasm or on a cliffside that the characters will have to explore......Don't know why....dont have any plot hooks - but that seems like a cool setting to me.

Any further help would be appreciated....
 

I agree that tabletop RPGs are way better than CRPGs.

However, I'd be reluctant to base my gaming future on how well a 2 1/2 day session goes. It seems to me that it would be real easy for people to get D&D overload and decide against the regular campaign. :(
 

I read a post once detailing something I've wanted to try ever since. It might be just what you need.

Basically, take your icy city. Create a few hundred years of history for the thing. The campaign itself revolves around adventures connected to key events in the city's history. One adventure might be clearing orcs out to found the city. Another adventure (possibly with different PCs) might be resolving a guild war as the city grows to be a threat to a neighboring trade cartel. And so on.

With a campaign like that, you eliminate many of the weaknesses you described with your group :D

EDIT: Also check out www.openrpg.com for a tabletop RPG experience online. It is a "virtual gaming table" and for some people might be just what the doctor ordered.
 
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I think starting with a group of 1st level characters would be a good way to begin. Work with the players to help develop backgrounds for their characters. Something in the characters' backgrounds can suggest additional plot hooks, such as mentors or old rivals.

Find a good adventure, and try to tailor it to the players. Perhaps if there are a few old rivals in the PCs background, replace some of the stock villains with their old enemies.

It is important that the players develop some attachment to the success of their characters. So, trying to give them some goal to achieve would be wise. (Perhaps even a personal challenge to the characters might work.)

It might be best to spread out an adventure over several sessions. Also, you might want to limit the length of a session. Sometimes, it helps to keep people anticipating the next part of an adventure.
 

Davelozzi said:
I agree that tabletop RPGs are way better than CRPGs.

However, I'd be reluctant to base my gaming future on how well a 2 1/2 day session goes. It seems to me that it would be real easy for people to get D&D overload and decide against the regular campaign. :(

In most cased, I would tend to agree with you Davelozzi....but this is my only shot for now.

At the moment, my group isn't playing (and hasn't been for a year and a half). With 3.5 and the Dragonlance setting (which I won't be using for now) coming out, I was able to generate a bit of interest in a weekend game session.

If it does work out, we'll probably start a monthly or bi-weekly game session. If it doesn't, I might be able to put together another weekend game in 6 months or so......It's just one of those things - I have to generate a good deal of interest to keep it going.
 

Emiricol said:
Basically, take your icy city. Create a few hundred years of history for the thing. The campaign itself revolves around adventures connected to key events in the city's history. One adventure might be clearing orcs out to found the city. Another adventure (possibly with different PCs) might be resolving a guild war as the city grows to be a threat to a neighboring trade cartel. And so on.

Thanks for posting! I was looking at some kind of abandoned or semi abandoned fortress for the bad guy more than a city for the characters....consisting of rocks and ice - built into a chasm - just an interesting backdrop for the adventure.

And I'll check out open RPG....maybe that would be a way we could all get together - even my buddy that's in Hawaii.
 

William Ronald said:
I think starting with a group of 1st level characters would be a good way to begin. Work with the players to help develop backgrounds for their characters. Something in the characters' backgrounds can suggest additional plot hooks, such as mentors or old rivals.

Find a good adventure, and try to tailor it to the players. Perhaps if there are a few old rivals in the PCs background, replace some of the stock villains with their old enemies.

It is important that the players develop some attachment to the success of their characters. So, trying to give them some goal to achieve would be wise. (Perhaps even a personal challenge to the characters might work.)

It might be best to spread out an adventure over several sessions. Also, you might want to limit the length of a session. Sometimes, it helps to keep people anticipating the next part of an adventure.

Great ideas! I've got about 30 days to organize the game, but I was never our groups 'official' DM, never more than a decent DM, and quite rusty - having not ran a game in a long while.
 

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