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I suck at DMing. Can anyone help?
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<blockquote data-quote="Grainger" data-source="post: 6544137" data-attributes="member: 6779234"><p>I think it's been mentioned above to "start small". A good, time-honoured way to do this is just to have the PCs venture to the "caves near town", just because they want to loot them, or because someone has been kidnapped and taken there, etc. You can then have a simple (small) dungeon adventure to get things rolling.</p><p></p><p>What next? This little jaunt could lead to them discovering evidence that the PCs' village/town is under threat... maybe a group of (intelligent) monsters in the cave was part of an larger group, and there's a wider plan. So how will the PCs deal with this (will they get help from elsewhere? defend the settlement themselves? how?). You can expand the scope from there - these local heroes, now they've got a rep, could be hired by someone from a bigger town. Or perhaps the enemies they defeated have wider designs that the PCs might want to thwart.</p><p></p><p>This is just one way of doing it, but it lets you start small - you just sketch out the settlement they live in, and some caves - and then widen the world as the campaign scope expands. There's a reason D&D traditionally follows a "zero to hero" curve - the DM can design the game world as the PCs widen their horizons.</p><p></p><p>Of course, you don't have to do it like that. You could design the overall world (or at least the country they live in) first. But if you're nervous about designing a world from the top down, then the "ever widening scope" approach, starting with just a small town or village, is a good one.</p></blockquote><p></p>
[QUOTE="Grainger, post: 6544137, member: 6779234"] I think it's been mentioned above to "start small". A good, time-honoured way to do this is just to have the PCs venture to the "caves near town", just because they want to loot them, or because someone has been kidnapped and taken there, etc. You can then have a simple (small) dungeon adventure to get things rolling. What next? This little jaunt could lead to them discovering evidence that the PCs' village/town is under threat... maybe a group of (intelligent) monsters in the cave was part of an larger group, and there's a wider plan. So how will the PCs deal with this (will they get help from elsewhere? defend the settlement themselves? how?). You can expand the scope from there - these local heroes, now they've got a rep, could be hired by someone from a bigger town. Or perhaps the enemies they defeated have wider designs that the PCs might want to thwart. This is just one way of doing it, but it lets you start small - you just sketch out the settlement they live in, and some caves - and then widen the world as the campaign scope expands. There's a reason D&D traditionally follows a "zero to hero" curve - the DM can design the game world as the PCs widen their horizons. Of course, you don't have to do it like that. You could design the overall world (or at least the country they live in) first. But if you're nervous about designing a world from the top down, then the "ever widening scope" approach, starting with just a small town or village, is a good one. [/QUOTE]
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