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<blockquote data-quote="Romotre" data-source="post: 65769" data-attributes="member: 2942"><p>This might seem a little odd to people but I did (and do) everything in the reverse order. I learned storytelling first, rules later. When we'd get new rules, we'd get the basics and jump right in, and I didn't mind asking for the first bit if drinking a potion would incur an AoO. I don't think dnd is about scoring critical hits or getting the powerup and winning the game but a story. so therefore i beleive that comes first and foremost. its like learning to program, if you learn the language first, you can then go and do a little something but if a bump in the road comes or you switch languages, you are screwed. but if you first learn the concept and ideas behind it, your set and you just need to learn the syntax to do whatever (easier i think) ok maybe that was a bad example but you get the point. The only way to learn to deal with PC's that go off course is to have it happen and make something up. maybe it doesn't work the first time, but soon you won't be shaken by things like that and you will be able to deal with anything, and it become MUCH less linear. if you plan for only a few things, only if the PC's do those things will the daventure be any good. but if you leave the entire thing into their hands, they feel like they have choice and like they are affecting the world in the way they want to, not just follow the intrustions already set up. maybe this is why i don't like pre-made adventures usually, but make everything up on your own is hard but rewarding. you will truely become the master of the dungeon and not just a device for which the PC's can beat the pulp out of monsters with. </p><p></p><p>PS I'm not critisizing any of you, its just another opinion.</p></blockquote><p></p>
[QUOTE="Romotre, post: 65769, member: 2942"] This might seem a little odd to people but I did (and do) everything in the reverse order. I learned storytelling first, rules later. When we'd get new rules, we'd get the basics and jump right in, and I didn't mind asking for the first bit if drinking a potion would incur an AoO. I don't think dnd is about scoring critical hits or getting the powerup and winning the game but a story. so therefore i beleive that comes first and foremost. its like learning to program, if you learn the language first, you can then go and do a little something but if a bump in the road comes or you switch languages, you are screwed. but if you first learn the concept and ideas behind it, your set and you just need to learn the syntax to do whatever (easier i think) ok maybe that was a bad example but you get the point. The only way to learn to deal with PC's that go off course is to have it happen and make something up. maybe it doesn't work the first time, but soon you won't be shaken by things like that and you will be able to deal with anything, and it become MUCH less linear. if you plan for only a few things, only if the PC's do those things will the daventure be any good. but if you leave the entire thing into their hands, they feel like they have choice and like they are affecting the world in the way they want to, not just follow the intrustions already set up. maybe this is why i don't like pre-made adventures usually, but make everything up on your own is hard but rewarding. you will truely become the master of the dungeon and not just a device for which the PC's can beat the pulp out of monsters with. PS I'm not critisizing any of you, its just another opinion. [/QUOTE]
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