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.
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.