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*TTRPGs General
I've decided to take the plunge and be a DM, any advice?
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<blockquote data-quote="BiggusGeekus" data-source="post: 1342666" data-attributes="member: 1014"><p>I'd suggest you use a published adventure to start out with. There's a couple of pretty good free ones on the net if you don't like shelling out money.</p><p></p><p>If you decide to homebrew, keep your homebrew very, very, very small.</p><p></p><p></p><p>Here is a suggested map of what your homebrew world should look like:</p><p></p><p>[code]</p><p></p><p></p><p> Town ----------- goblins</p><p></p><p>[/code]</p><p></p><p></p><p>Here is a suggested plot:</p><p></p><p>1) Goblins attack the Town (where the players grew up) at night. The players each fight off a goblin in one-on-one combat.</p><p></p><p>2) The town elder calls them together as they expressed valor and asks them to fight the goblins off.</p><p></p><p>3) If the party has Survival, have them make a survival check of DC 8. If they pass they avoid an encounter with a wolf (give them the exp for avoiding the wolf if they make the roll). Otherwise, they fight the wolf.</p><p></p><p>4) The goblin fort might have five encoutners. One with a goblin scouts/guards. Two with goblin gaurds inside. The fourth with a Kreshnar they keep as a pet. And the last with two goblins with an orc "boss". Put the kreshnar in the middle of the encounters so they don't get bored fighting the same monster over and over.</p><p></p><p>Ta-Da! 7 combats! That's about half a level. Probably a little more because the wolf and the orc/goblin encounters are going to be a little tougher than average.</p><p></p><p>Plot hooks: who was the orc working for? Maybe some kind of crazy evil orc cleric of death and war. Where did they get the kreshnar? Maybe from some wicked trapper who sells monsters to humanoids as guard animals.</p><p></p><p>That's just an idea to get you going. Goblins are pretty easy creatures for level 1 characters to beat and you don't want anyone dying in the first adventure. To inflict real trauma, you want them dying at level 20 at the climax of the campaign. That's what being a DM is all about! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 1342666, member: 1014"] I'd suggest you use a published adventure to start out with. There's a couple of pretty good free ones on the net if you don't like shelling out money. If you decide to homebrew, keep your homebrew very, very, very small. Here is a suggested map of what your homebrew world should look like: [code] Town ----------- goblins [/code] Here is a suggested plot: 1) Goblins attack the Town (where the players grew up) at night. The players each fight off a goblin in one-on-one combat. 2) The town elder calls them together as they expressed valor and asks them to fight the goblins off. 3) If the party has Survival, have them make a survival check of DC 8. If they pass they avoid an encounter with a wolf (give them the exp for avoiding the wolf if they make the roll). Otherwise, they fight the wolf. 4) The goblin fort might have five encoutners. One with a goblin scouts/guards. Two with goblin gaurds inside. The fourth with a Kreshnar they keep as a pet. And the last with two goblins with an orc "boss". Put the kreshnar in the middle of the encounters so they don't get bored fighting the same monster over and over. Ta-Da! 7 combats! That's about half a level. Probably a little more because the wolf and the orc/goblin encounters are going to be a little tougher than average. Plot hooks: who was the orc working for? Maybe some kind of crazy evil orc cleric of death and war. Where did they get the kreshnar? Maybe from some wicked trapper who sells monsters to humanoids as guard animals. That's just an idea to get you going. Goblins are pretty easy creatures for level 1 characters to beat and you don't want anyone dying in the first adventure. To inflict real trauma, you want them dying at level 20 at the climax of the campaign. That's what being a DM is all about! ;) [/QUOTE]
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I've decided to take the plunge and be a DM, any advice?
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