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Help DnD 12 year old DM
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<blockquote data-quote="rounser" data-source="post: 89103" data-attributes="member: 1106"><p>The traditional way is to get some graph paper, a pencil and eraser and go to it. If you've got a ruler you don't even need the graph paper. Look in the DMG for a good set of mapping symbols in that map of the Monaestery.</p><p></p><p>If you want to get fancy with your mapping, here's a program devoted to RPG mapping and has some excellent sample maps. It's called Autorealm and it's free and easy to work out:</p><p></p><p><a href="http://www.gryc.ws/autorealm.htm" target="_blank">http://www.gryc.ws/autorealm.htm</a></p><p></p><p></p><p></p><p>Here is an article from Dragon magazine on How to Create a Monster (strange that this didn't end up in the DMG):</p><p><a href="http://www.darkwood.org/sj/misc/files/How_to_Create_a_Monster.pdf" target="_blank">http://www.darkwood.org/sj/misc/files/How_to_Create_a_Monster.pdf</a></p><p></p><p>As far as NPCs go, there's an NPC generator program somewhere around that people have been talking about. I can't remember what it's called though - anyone know?</p><p></p><p>Most of all though, I suggest just making a rough map of the wilderness and a dungeon map, and winging it. Don't be afraid of cracking open the Monster Manual and turning to the Traps and Magic Items sections of the DMG and making up adventures, encounters and cities as the PCs wander around your map. You can probably get away with the default NPC statistics in the DMG nine times out of ten. </p><p></p><p>Be sure to include the usual array of magical fountains in the forest that turn the drinker's skin green for a week, strange caves with loud buzzing sounds coming from within, magical boots of speed stuck in the mud with smoke issuing from them, and caravans of "peasants" who turn out to be dopplegangers. At least, that's the kind of style we played in when I first discovered the game. Good luck.</p></blockquote><p></p>
[QUOTE="rounser, post: 89103, member: 1106"] The traditional way is to get some graph paper, a pencil and eraser and go to it. If you've got a ruler you don't even need the graph paper. Look in the DMG for a good set of mapping symbols in that map of the Monaestery. If you want to get fancy with your mapping, here's a program devoted to RPG mapping and has some excellent sample maps. It's called Autorealm and it's free and easy to work out: [url]http://www.gryc.ws/autorealm.htm[/url] Here is an article from Dragon magazine on How to Create a Monster (strange that this didn't end up in the DMG): [url]http://www.darkwood.org/sj/misc/files/How_to_Create_a_Monster.pdf[/url] As far as NPCs go, there's an NPC generator program somewhere around that people have been talking about. I can't remember what it's called though - anyone know? Most of all though, I suggest just making a rough map of the wilderness and a dungeon map, and winging it. Don't be afraid of cracking open the Monster Manual and turning to the Traps and Magic Items sections of the DMG and making up adventures, encounters and cities as the PCs wander around your map. You can probably get away with the default NPC statistics in the DMG nine times out of ten. Be sure to include the usual array of magical fountains in the forest that turn the drinker's skin green for a week, strange caves with loud buzzing sounds coming from within, magical boots of speed stuck in the mud with smoke issuing from them, and caravans of "peasants" who turn out to be dopplegangers. At least, that's the kind of style we played in when I first discovered the game. Good luck. [/QUOTE]
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