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*TTRPGs General
Let's create an advice list for all the new DM's out there (contributions requested)
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<blockquote data-quote="Zappo" data-source="post: 401833" data-attributes="member: 633"><p>22. No pet NPCs. The fact that you have the power to create a 42nd level wizard and have it follow your players' 4th level party around doesn't mean you should do so.</p><p>23. What's good for the monsters is good for the PCs, or: don't pull out special abilities on the fly. If a NPC does some amazing trick, expect the players to want to know how he did it and how can they do it. You can prevent them from ever finding out, but you can't do that more than once or twice.</p><p>24. Don't introduce silly elements in a serious campaign unless you know exactly what you're doing.</p><p>25. Don't introduce fantasy elements in a science-fiction or modern campaign unless you know exactly what you're doing.</p><p>26. Don't introduce sci-fi elements in a fantasy or modern campaign unless you know exactly what you're doing.</p><p>27. Basically, don't mess with the campaign setting until you are more experienced. World-building isn't easy.</p><p>28. Don't give out ten times the recommended experience or treasure. I know that you think you'd like to play a high-powered campaign, but trust me: you don't. Not until you're more experienced yourself.</p><p>29. Prepare plans, craft devious plots, and then don't get angry when the players will cause them to crash down in flames.</p><p>30. No railroading. That would be, don't force the PCs down a path. Nudge them. Make them think it was their idea to begin with. Don't have the king send a 19th level paladin telling them to do it.</p><p>31. Be ready to ignore the rules and/or fudge dice if the story would benefit.</p><p>32. When doing #30, make sure the players never find out.</p></blockquote><p></p>
[QUOTE="Zappo, post: 401833, member: 633"] 22. No pet NPCs. The fact that you have the power to create a 42nd level wizard and have it follow your players' 4th level party around doesn't mean you should do so. 23. What's good for the monsters is good for the PCs, or: don't pull out special abilities on the fly. If a NPC does some amazing trick, expect the players to want to know how he did it and how can they do it. You can prevent them from ever finding out, but you can't do that more than once or twice. 24. Don't introduce silly elements in a serious campaign unless you know exactly what you're doing. 25. Don't introduce fantasy elements in a science-fiction or modern campaign unless you know exactly what you're doing. 26. Don't introduce sci-fi elements in a fantasy or modern campaign unless you know exactly what you're doing. 27. Basically, don't mess with the campaign setting until you are more experienced. World-building isn't easy. 28. Don't give out ten times the recommended experience or treasure. I know that you think you'd like to play a high-powered campaign, but trust me: you don't. Not until you're more experienced yourself. 29. Prepare plans, craft devious plots, and then don't get angry when the players will cause them to crash down in flames. 30. No railroading. That would be, don't force the PCs down a path. Nudge them. Make them think it was their idea to begin with. Don't have the king send a 19th level paladin telling them to do it. 31. Be ready to ignore the rules and/or fudge dice if the story would benefit. 32. When doing #30, make sure the players never find out. [/QUOTE]
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Let's create an advice list for all the new DM's out there (contributions requested)
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