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I have too many players and not enough ideas, please help!
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<blockquote data-quote="Insight" data-source="post: 1967061" data-attributes="member: 11437"><p>I would like to second the vote for counters, maps, and other visuals. Do all that you can to make the mechanics of running the actually game day session as easy as possible. When you are a new GM, the worst thing that can probably happen is to get flustered <em>during</em> the game itself.</p><p></p><p>Modules can be a good source of inspiration. If you are happy with your ability to come up with things for the PCs to do, I would skip them though. Maybe use one or two until you understand the flow of a solid adventure. Also, stick to the basics whenever possible. I wouldn't try anything too complicated until you have been a GM for 2-3 years at least.</p><p></p><p>If you find you are actually running dry on ideas, the DMG has a section of 100 adventure ideas. If all else fails, roll d% and go from there. In addition, there are plenty of other sources of ideas. As they say in the screenwriting biz, everyone has <em>ideas</em>. The real gem is a completed screenplay, or in this case, adventure.</p><p></p><p>I would also like to second the vote for sticking to the main books. Nothing ruins a campaign faster than burdening the GM with new optional rules. Stick to what you know and understand, and throw out everything else.</p></blockquote><p></p>
[QUOTE="Insight, post: 1967061, member: 11437"] I would like to second the vote for counters, maps, and other visuals. Do all that you can to make the mechanics of running the actually game day session as easy as possible. When you are a new GM, the worst thing that can probably happen is to get flustered [i]during[/i] the game itself. Modules can be a good source of inspiration. If you are happy with your ability to come up with things for the PCs to do, I would skip them though. Maybe use one or two until you understand the flow of a solid adventure. Also, stick to the basics whenever possible. I wouldn't try anything too complicated until you have been a GM for 2-3 years at least. If you find you are actually running dry on ideas, the DMG has a section of 100 adventure ideas. If all else fails, roll d% and go from there. In addition, there are plenty of other sources of ideas. As they say in the screenwriting biz, everyone has [i]ideas[/i]. The real gem is a completed screenplay, or in this case, adventure. I would also like to second the vote for sticking to the main books. Nothing ruins a campaign faster than burdening the GM with new optional rules. Stick to what you know and understand, and throw out everything else. [/QUOTE]
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I have too many players and not enough ideas, please help!
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