Great thread so far James - I kept reading faster and faster so I could get to the posting.
Awesome

I like it too, and kinda hope it continues. It's nice to see a thread of people getting along and bein helpful rather than arguments.
Couple of random thoughts I've had as I've read
Leveling: In my game, the players decide when they level. I just salute their decision and level up my monsters. That lets them decide when they need new toys. Worked flawlessly so far.
That's interesting. I think it'd work with my normal group, but I'm not sure about this one. I haven't played with any of them yet, so I don't want to go too far out with new things.
Minions. Sometimes I'll put out a Standard monster or two and a batch of minions, then pick which one is the Standard at the last possible moment. Someone hits a monster and pushes him over the cliff? He fails his save (no roll) and falls to his death (he was a minion). Let the PCs do their cool cinematic maneuvers and drop people until a dramatic moment needs a monster with some sticking power.
Hmm, I can see the pros and cons to this. The upside is I can avoid them using dailies on minions (that was actually the standard!), but at the same time, I wouldn't want to cheat them out of killing a standard by utilizing the terrain (by changing it to a minion and "robbing" them of their clever kill).
First level fights: Those PCs will be much tougher than other 1st level PCs in your experience, so pick a fair encounter then fight them viciously.
I seem to keep getting this bit of advice, so I'll do that. I'm a lot better at tactics than most people, so I'll see how it goes. Of the potential 4 players, I think 2 have never played (but do play Magic: The Gathering), one has played 4e for a few months, and one is an experienced player. I think my tactical skills might surpass their relative newness, especially considering that I can coordinate perfectly with myself, and they probably won't.
But we'll see; it seems like people do keep saying "go at them full force."
Fight pacing: Usually during the 2nd round, when my monsters come up, I stop and give a summary of the fight so far, and how I see thing standing. Something like: "you burst into the guard room and killed the door guard. His troopers then formed a wall half way thru the room, and they've been holding. Reinforcements are coming, and the first javelin thrower has arrived. If you don't break thru the shield wall you'll be in real trouble." Sometimes the players need to understand how you see things.
I could see this helping the new players. I'm not used to new players, so this is potentially very useful advice if they do play. Thanks
Terrain powers/effects: The biggest problem I see with these is subtly presenting that an item might be useful, then it's never touched. Tell folks the cauldron can be pushed over and boiling soup poured on the enemy. Don't be shy, at least until the players grok your work.
Good idea. Get them used to using stuff (and having a fair shot at it working) and I think they'll start to do it on their own.
Wish lists: Granting treasure is the one part of 4e I find generally unsatisfying. Wish lists don't really help. Getting exactly the obscure neck slot item you need to complete your build doesn't really add a lot of punch to the looting moment. I don't have an answer to this (I'm on my 4th version of handing out treasure . . . ) but keep in mind that it might need tweaking.
Yeah, I think I'll try the inherent bonus / upgrading items thing and see how it goes.
Expertise Feats: A common refrain is that if you give out the Expertise feats for free, PCs are able to take more flavorful feats with their slots. IME, they take Improved Defenses (another math fix and no more interesting). Instead, I give them free flavorful feats. Specifically, I give them a free Skill Training per tier, and a free Skill Power per tier. My games are HEAVILY skill focused, so they still feel starved for skills (except the bard . . .)
I tend to love skills, too, but we'll see how it goes with these players. I have a feeling I'll call for skill checks often, and use skill challenges frequently enough (perhaps even more than I'm used to). I'll consider going this route, too. Something to think about.
Honestly, I'm not sure what kind of feats they'll focus on. I think only one player is savvy enough to really powergame, and I think he might attempt to (but I'm not sure yet). I don't think the relatively new players will know enough about 4e to know to go for the Expertise feats or defense feats. Depending on what they end up taking, I'll probably give a free feat one way or another.
Story focus: All 4e game elements can easily be recast to match the story elements you want to present. Look at everything thru that lens, and you'll soon run the game you WANT to run, while giving your players the game they want to play. I have no doubt you'll soon master this. When you do, throw your ideas back to us!
I'll do what I can! I already have some outlines for ideas for what I want, but I'm holding off until I read more about 4e. It'll be interesting to immerse myself a little more in the basic setting assumptions and go from there, but I am sure I'll put my own spin on it. And when I do, I'll try to give you all an update.
Thanks! XP sent your way for the awesome post
