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How do you start a campaign?
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<blockquote data-quote="Rechan" data-source="post: 4765101" data-attributes="member: 54846"><p>As far as advice and adventures go, I second kenmarable's post. </p><p></p><p>Pay close attention to #3. Because PCs are the bane of planning. They can run in the opposite direction from what you have prepped. </p><p></p><p>Here's a trick you can play: run your first session as you planned. You don't need a great story. But, afterwards, look at what your players responded to. Look what they had interest in. Look what <em>happened</em>. Now, pick up pieces from what happened, and actually run with <em>those</em>. Make <em>those</em> the story, so it looks like you had foreshadowing and all this other stuff when you infact didn't. </p><p></p><p>On that same vein of players being unpredictable - if they do something you didn't expect, <em>go with it</em>. If you need to, say "Five minute break," and give yourself some time to think. But if the players, rather than wanting to kick in the front door and go in guns blazing, want to sneak in the back, and you didn't think about the security, well, don't fret. </p><p></p><p>This is very much the case of modules. Modules assume one or two ways forward. If the party does something the module doesn't account for - or, if the module has one or two ways, and the party can't figure that out (like say, clues they need to find, a puzzle they need to beat). Look out for this; throw them a bone if they're stuck. Either with an int check, or let their next attempt succeed ("Why yes, there is a secret door there, and you find a key in it.")</p><p></p><p>Players are very forgiving. As long as you make sure they're having a good time, they'll ignore the clicheness of your plot or the cheese of your villain.</p></blockquote><p></p>
[QUOTE="Rechan, post: 4765101, member: 54846"] As far as advice and adventures go, I second kenmarable's post. Pay close attention to #3. Because PCs are the bane of planning. They can run in the opposite direction from what you have prepped. Here's a trick you can play: run your first session as you planned. You don't need a great story. But, afterwards, look at what your players responded to. Look what they had interest in. Look what [i]happened[/i]. Now, pick up pieces from what happened, and actually run with [i]those[/i]. Make [i]those[/i] the story, so it looks like you had foreshadowing and all this other stuff when you infact didn't. On that same vein of players being unpredictable - if they do something you didn't expect, [i]go with it[/i]. If you need to, say "Five minute break," and give yourself some time to think. But if the players, rather than wanting to kick in the front door and go in guns blazing, want to sneak in the back, and you didn't think about the security, well, don't fret. This is very much the case of modules. Modules assume one or two ways forward. If the party does something the module doesn't account for - or, if the module has one or two ways, and the party can't figure that out (like say, clues they need to find, a puzzle they need to beat). Look out for this; throw them a bone if they're stuck. Either with an int check, or let their next attempt succeed ("Why yes, there is a secret door there, and you find a key in it.") Players are very forgiving. As long as you make sure they're having a good time, they'll ignore the clicheness of your plot or the cheese of your villain. [/QUOTE]
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