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<blockquote data-quote="BlackSeed_Vash" data-source="post: 7110731" data-attributes="member: 33580"><p>[1] Steal like a mothertruckerer. Really like a subplot in a book/show/movie; see if you can't re-fluff it to fit your campaign. See a really cool world/city map; use it. Find a picture that captures the essence of an important NPC you wanna introduce; show it to your players. Hell the first game I ran game used the map of Tamriel (elder scrools). Most of my players were familiar with the world and so were able to navigate around with little initial input from me. When they asked about what other similarities I told them that while Bravil might still be a crap hole and Cheyinhal might be a beautiful city to look at, the political landscapes were vastly different and not to expect any other conscious parallels between the two. </p><p></p><p>[2] If you use puzzles (especially riddles), make sure you allow players to use a relevant skill to try and overcome it... just make them try it themselves first. If you have those metal ring puzzles (or the like) they can be used, just make sure you can do it yourself first.</p><p></p><p>[3] Start at lower levels (1-3) and limit each class to 1 Archetype. For first timers, it better to ignore xp. Their first level up should come after you feel they have a handle on most of their current class features. Following that, give them a level after each major story event or 13th encounter.</p><p></p><p>[4] (Re)Read what each players class can do up to their level +2. Don't plan encounter around their class features; the dice can be a fickle mistress and may cause the only character with the needed ability to be unconscious, bleeding to death and/or it limited supply already used up for the day.</p><p></p><p>[5] Limit to the core rule book, no matter how cool it might seem. This will help prevent a player from being overwhelmed with choices and save you from read and making sure they properly understand it uses.</p><p></p><p>[6] If you mess up a rule, <strong>don't</strong> go back and change the outcome of what has already happened in game unless said ruling has broken the game. However, do tell your players you messed up and inform them on how it should have worked. </p><p></p><p>[7] Don't allow alcohol for at least the first couple of sessions. Ban electronics from the table unless it is being used exclusively for play: dice rolls, character sheets, spells, etc. This will help keep everyone focused the game.</p><p></p><p>[8] Be prepared for at least one player to suggest something that bypasses a lot of your prep work or takes the group in a completely different direction. </p><p></p><p>[9] If you use random encounter charts, be prepared for odd outcomes. Once ended up with a whelpling bronze dragon. In stead of picking/rolling another monster I decided the little bugger had gotten very, very lost and was just tired and hungry. He ended up eating approx. 400g worth of fancy foods from a 5th lvl party before they got him back to his colossal sized mother... (Bronze dragons generally "eat" dew drops, which I didn't realize till the night before the session they met mommy.)</p><p></p><p>[10] Use point buy or stat array for first timers. This will help prevent one player being over/under-powered compared to the rest.</p><p></p><p>[11] Consider allowing Profession to be more than just earning a paycheck and answering questions about it. A profession jeweler should be able to <u>Appraise </u>(gems, jewellery and precious metal); <u>Craft </u>(jewellery; including forgeries); <u>Bluff</u>/<u>Diplomacy </u>(how to sell/buy jewellery and gems); knowledge <u>Geography </u>(where the gemstone/jewellery likely dug up/made); knowledge <u>History </u>(know important people who made/wore the jewellery and/or events that happened because of it); knowledge <u>Local </u>(the type of people who would wear/craft the jewellery and what kind of message or status if any it implied); and use <u>Perception </u>(notice hidden compartments or mechanisms). Typically, my group just up the DC by +2 to +5 when a profession is used instead of the actual skill required.</p><p></p><p>[12] I'd check out <a href="https://www.youtube.com/watch?v=e-YZvLUXcR8&list=PLlUk42GiU2guNzWBzxn7hs8MaV7ELLCP_" target="_blank">Matthew Colville's</a> videos on Running the Game. When he does talk about mechanics it will be focused upon D&D 5E; however, the majority of his videos are applicable to any role-playing game.</p></blockquote><p></p>
[QUOTE="BlackSeed_Vash, post: 7110731, member: 33580"] [1] Steal like a mothertruckerer. Really like a subplot in a book/show/movie; see if you can't re-fluff it to fit your campaign. See a really cool world/city map; use it. Find a picture that captures the essence of an important NPC you wanna introduce; show it to your players. Hell the first game I ran game used the map of Tamriel (elder scrools). Most of my players were familiar with the world and so were able to navigate around with little initial input from me. When they asked about what other similarities I told them that while Bravil might still be a crap hole and Cheyinhal might be a beautiful city to look at, the political landscapes were vastly different and not to expect any other conscious parallels between the two. [2] If you use puzzles (especially riddles), make sure you allow players to use a relevant skill to try and overcome it... just make them try it themselves first. If you have those metal ring puzzles (or the like) they can be used, just make sure you can do it yourself first. [3] Start at lower levels (1-3) and limit each class to 1 Archetype. For first timers, it better to ignore xp. Their first level up should come after you feel they have a handle on most of their current class features. Following that, give them a level after each major story event or 13th encounter. [4] (Re)Read what each players class can do up to their level +2. Don't plan encounter around their class features; the dice can be a fickle mistress and may cause the only character with the needed ability to be unconscious, bleeding to death and/or it limited supply already used up for the day. [5] Limit to the core rule book, no matter how cool it might seem. This will help prevent a player from being overwhelmed with choices and save you from read and making sure they properly understand it uses. [6] If you mess up a rule, [b]don't[/b] go back and change the outcome of what has already happened in game unless said ruling has broken the game. However, do tell your players you messed up and inform them on how it should have worked. [7] Don't allow alcohol for at least the first couple of sessions. Ban electronics from the table unless it is being used exclusively for play: dice rolls, character sheets, spells, etc. This will help keep everyone focused the game. [8] Be prepared for at least one player to suggest something that bypasses a lot of your prep work or takes the group in a completely different direction. [9] If you use random encounter charts, be prepared for odd outcomes. Once ended up with a whelpling bronze dragon. In stead of picking/rolling another monster I decided the little bugger had gotten very, very lost and was just tired and hungry. He ended up eating approx. 400g worth of fancy foods from a 5th lvl party before they got him back to his colossal sized mother... (Bronze dragons generally "eat" dew drops, which I didn't realize till the night before the session they met mommy.) [10] Use point buy or stat array for first timers. This will help prevent one player being over/under-powered compared to the rest. [11] Consider allowing Profession to be more than just earning a paycheck and answering questions about it. A profession jeweler should be able to [U]Appraise [/U](gems, jewellery and precious metal); [U]Craft [/U](jewellery; including forgeries); [U]Bluff[/U]/[U]Diplomacy [/U](how to sell/buy jewellery and gems); knowledge [U]Geography [/U](where the gemstone/jewellery likely dug up/made); knowledge [U]History [/U](know important people who made/wore the jewellery and/or events that happened because of it); knowledge [U]Local [/U](the type of people who would wear/craft the jewellery and what kind of message or status if any it implied); and use [U]Perception [/U](notice hidden compartments or mechanisms). Typically, my group just up the DC by +2 to +5 when a profession is used instead of the actual skill required. [12] I'd check out [url=https://www.youtube.com/watch?v=e-YZvLUXcR8&list=PLlUk42GiU2guNzWBzxn7hs8MaV7ELLCP_]Matthew Colville's[/url] videos on Running the Game. When he does talk about mechanics it will be focused upon D&D 5E; however, the majority of his videos are applicable to any role-playing game. [/QUOTE]
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