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<blockquote data-quote="aco175" data-source="post: 7100144" data-attributes="member: 27385"><p>One strong piece of advice is to not have a DM controlled character be the focus of anything. Some will say to not have a character at all. I do not have a problem unless the DM character or DMNPC takes anything away from the other players being the main focus of things. Have a character tag along if you need to add something, but make sure he does not overshadow any of the other characters in things like power, game time, skills, combat, etc...</p><p></p><p>If your character somehow became old in the teleport and hires the other PCs to figure out why and sends them on adventures like a patron, then that would be a cool plot tactic. It could even by 50 years later when the PCs come along and he is old, but sends along his young son to go with the others if you need the DMNPC to go with them.</p><p></p><p>Structuring starts with something small and local according to most people. Several good threads have been written here before on this. Start with a small town where the group begins. Develop only a few places and people you think you will need. Come up with a few plot ideas like goblin threats or skeletons in the graveyard that the group can go on. Remember that levels 1-3 go by fast and only take a few adventures. Expand you kingdom as you need it and only keep a few ideas for long range plans and to keep your ideas focused.</p><p></p><p>If you are playing in Forgotten Realms (FR) then you have a lot of the towns and maps made and you can find many descriptions online from older editions that you can feel free to steal to use. This allows you to only create the adventures themselves and not as much background and worldly things. Things like religion and coinage are done and you can move on. </p><p></p><p>Another note to think about is dealing with the players and having their characters teleported to another world. Anything they may have wanted to do with their backstory is not not going to happen and they may be a bit hurt. You can just tell them to change backgrounds to match this new world and say you changed because you wanted to make it yours as the DM. I have found that most will not care that much on the backstory and you should be fine. Changing worlds with a new DM is fine and happens.</p></blockquote><p></p>
[QUOTE="aco175, post: 7100144, member: 27385"] One strong piece of advice is to not have a DM controlled character be the focus of anything. Some will say to not have a character at all. I do not have a problem unless the DM character or DMNPC takes anything away from the other players being the main focus of things. Have a character tag along if you need to add something, but make sure he does not overshadow any of the other characters in things like power, game time, skills, combat, etc... If your character somehow became old in the teleport and hires the other PCs to figure out why and sends them on adventures like a patron, then that would be a cool plot tactic. It could even by 50 years later when the PCs come along and he is old, but sends along his young son to go with the others if you need the DMNPC to go with them. Structuring starts with something small and local according to most people. Several good threads have been written here before on this. Start with a small town where the group begins. Develop only a few places and people you think you will need. Come up with a few plot ideas like goblin threats or skeletons in the graveyard that the group can go on. Remember that levels 1-3 go by fast and only take a few adventures. Expand you kingdom as you need it and only keep a few ideas for long range plans and to keep your ideas focused. If you are playing in Forgotten Realms (FR) then you have a lot of the towns and maps made and you can find many descriptions online from older editions that you can feel free to steal to use. This allows you to only create the adventures themselves and not as much background and worldly things. Things like religion and coinage are done and you can move on. Another note to think about is dealing with the players and having their characters teleported to another world. Anything they may have wanted to do with their backstory is not not going to happen and they may be a bit hurt. You can just tell them to change backgrounds to match this new world and say you changed because you wanted to make it yours as the DM. I have found that most will not care that much on the backstory and you should be fine. Changing worlds with a new DM is fine and happens. [/QUOTE]
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