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<blockquote data-quote="GameOgre" data-source="post: 7163576" data-attributes="member: 57914"><p>Gah! So many issues! Congrats on becoming a DM man!</p><p></p><p>Ok so im just gonna throw a few things at you.</p><p></p><p>It's never a good idea to capture the pc's. It works in movies and stories sometimes but never in a rpg.</p><p></p><p>What if they don't attack? What then?</p><p></p><p>This is what I would do.Start small, building simple location based adventures. As the players play through them I would fix any mistakes I see in them and make new adventures with those mistakes in mind. slowly as your player characters level they will build enemies and friendships all there own.</p><p></p><p>I would use character backgrounds when generating a lot of the adventures and try and figure out just what types of adventure they like the most.</p><p></p><p>At this point I would probably realize that I make a crap ton of adventures that never get used and have a ever growing pile of adventures that never saw the light of day. That's ok though! That is a good thing! Because at this point I have gotten to realize that pc's are simply hard to predict. They go left when you just knew they would go right. When that happens its a great thing to have a alternate adventure.</p><p></p><p>I would keep away from adventure paths. Yes they are nice if you don't have the time BUT they teach you as a starting DM some bad habits. Bad habits like railroading pc's into a rigid storyline with little room for choice of any sort and no out of the box thinking.</p><p></p><p>Nope, stick to your adventure creation and over time you will get better and better. Make npc's that are fun to play because of how wild and crazy they are, make some that are so typical that it's not funny, have some break all the molds and make a ton of npc's who are exactly what they seem. </p><p></p><p>See you can't control the player characters. It's not even a good thing to try. You want the player characters to use their imaginations and engage with your world. While you build a grand adventure based around the evil wizard who is disguised as the kings right hand man, the player characters grew to dislike the guard Jeff who was always on duty and who obviously didn't like them. No They didn't give to copper for your adventure threads but wanted to ruin Jeff! When you removed Jeff from the picture by having him run off into the southern desert the player characters knew they were on to something and now they have left the kingdom to bring that dastardly fellow Jeff down!</p><p></p><p>MANY of your best adventures and most fun you will ever have will involve this aspect of the game. What will happen to Jeff? Does Jeff become Dark Jeff Lord of The Sith? Does the party find out he was blackmailed to leave by the kings right hand man because he saw the king inspelled? Did Jeff go to the desert to recruit a army to save the kingdom?</p><p></p><p>by the end of the adventure is Jeff the new King put in place by the party because he is such a great guy and tried to save the old king?</p></blockquote><p></p>
[QUOTE="GameOgre, post: 7163576, member: 57914"] Gah! So many issues! Congrats on becoming a DM man! Ok so im just gonna throw a few things at you. It's never a good idea to capture the pc's. It works in movies and stories sometimes but never in a rpg. What if they don't attack? What then? This is what I would do.Start small, building simple location based adventures. As the players play through them I would fix any mistakes I see in them and make new adventures with those mistakes in mind. slowly as your player characters level they will build enemies and friendships all there own. I would use character backgrounds when generating a lot of the adventures and try and figure out just what types of adventure they like the most. At this point I would probably realize that I make a crap ton of adventures that never get used and have a ever growing pile of adventures that never saw the light of day. That's ok though! That is a good thing! Because at this point I have gotten to realize that pc's are simply hard to predict. They go left when you just knew they would go right. When that happens its a great thing to have a alternate adventure. I would keep away from adventure paths. Yes they are nice if you don't have the time BUT they teach you as a starting DM some bad habits. Bad habits like railroading pc's into a rigid storyline with little room for choice of any sort and no out of the box thinking. Nope, stick to your adventure creation and over time you will get better and better. Make npc's that are fun to play because of how wild and crazy they are, make some that are so typical that it's not funny, have some break all the molds and make a ton of npc's who are exactly what they seem. See you can't control the player characters. It's not even a good thing to try. You want the player characters to use their imaginations and engage with your world. While you build a grand adventure based around the evil wizard who is disguised as the kings right hand man, the player characters grew to dislike the guard Jeff who was always on duty and who obviously didn't like them. No They didn't give to copper for your adventure threads but wanted to ruin Jeff! When you removed Jeff from the picture by having him run off into the southern desert the player characters knew they were on to something and now they have left the kingdom to bring that dastardly fellow Jeff down! MANY of your best adventures and most fun you will ever have will involve this aspect of the game. What will happen to Jeff? Does Jeff become Dark Jeff Lord of The Sith? Does the party find out he was blackmailed to leave by the kings right hand man because he saw the king inspelled? Did Jeff go to the desert to recruit a army to save the kingdom? by the end of the adventure is Jeff the new King put in place by the party because he is such a great guy and tried to save the old king? [/QUOTE]
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