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General Tabletop Discussion
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help with players being late, unprepared, etc
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<blockquote data-quote="invokethehojo" data-source="post: 5455261" data-attributes="member: 62525"><p>I am also a overly prepared DM who was in a simlar situation. I used the above tactic a year ago and it helped a lot. I had to write around it, but that wasn't too hard. The PC's got hired by a local lord to clean out and old keep near town that was infested with goblins. When the were done the lords adviser brought them a secret deal. A nobleman in town had the money to buy the keep, and the lord couldn't refuse him without looking like a dick in political terms, but he did not want this noble to gain the keep, fearing he would use it to usurp power. So the adviser gave the PC's a deed to the keep, which he told them they found while cleaning it out. The keep was theirs to... keep, as long as they never mentioned this deal to anyone.</p><p></p><p>So now each session ends with them going back to their home base, since owning a keep is cool so who wouldn't want a home base. We start each session there, and whoever is first to arrive can choose how to start. They can see whats going on at the keep or do things in town (I used Fallcrest from the DMG), which gives them a chance to RP, get to know local NPC's, pick up hooks for adventures, and sometimes develop their own little side stories (the cleric built a small church at the keep). Once the late ones show up we move on to the adventure of the week. It worked out very well, both I and the players liked it, and Fallcrest gave me the feeling of being well prepared without too much work on my part (I just read it several times to familiarize myself with the region, then began to add my own stuff).</p><p></p><p>hope that helps</p></blockquote><p></p>
[QUOTE="invokethehojo, post: 5455261, member: 62525"] I am also a overly prepared DM who was in a simlar situation. I used the above tactic a year ago and it helped a lot. I had to write around it, but that wasn't too hard. The PC's got hired by a local lord to clean out and old keep near town that was infested with goblins. When the were done the lords adviser brought them a secret deal. A nobleman in town had the money to buy the keep, and the lord couldn't refuse him without looking like a dick in political terms, but he did not want this noble to gain the keep, fearing he would use it to usurp power. So the adviser gave the PC's a deed to the keep, which he told them they found while cleaning it out. The keep was theirs to... keep, as long as they never mentioned this deal to anyone. So now each session ends with them going back to their home base, since owning a keep is cool so who wouldn't want a home base. We start each session there, and whoever is first to arrive can choose how to start. They can see whats going on at the keep or do things in town (I used Fallcrest from the DMG), which gives them a chance to RP, get to know local NPC's, pick up hooks for adventures, and sometimes develop their own little side stories (the cleric built a small church at the keep). Once the late ones show up we move on to the adventure of the week. It worked out very well, both I and the players liked it, and Fallcrest gave me the feeling of being well prepared without too much work on my part (I just read it several times to familiarize myself with the region, then began to add my own stuff). hope that helps [/QUOTE]
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