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General Tabletop Discussion
*Dungeons & Dragons
New DM Having Tough Time Relaxing with Published Adventures!
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<blockquote data-quote="Shiroiken" data-source="post: 6898721" data-attributes="member: 6775477"><p>That's a problem with most AP. Published Adventures are often pretty self contained, and players seldom choose to go off the rails badly enough to ruin the adventure. APs, however, have that problem pretty much every chapter, and sometimes when the players go off the rails, it takes a lot of work to get them back inside (especially if you don't want them to know). Unfortunately, I don't have any advice for you on this, because while I'm good at it, my skill is based on intuition and decades as a DM. If I could translate it out of my head for you, I would <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Never let an adventure (or AP) control you; you control the adventure! You not just can, but SHOULD modify it to suit your campaign world and group. I agree that reading the adventure a few times is a good idea. I'd write down the major points and themes on a note card for each section/area, so that you can reference it during the session (so that you don't forget something important). I'd then make notes on the adventure of what you don't like and want to change. If you prefer improv, then don't change it immediately, but during the game. Whatever you do, write down changes you made at the end of each session, so that you don't forget! </p><p></p><p>Since you're a new DM, I assume your players will cut you some slack, so if you do forget something (such as giving out a vital clue), they'll forgive you if you ret-con it into the game or use some blatant methods to add it.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6898721, member: 6775477"] That's a problem with most AP. Published Adventures are often pretty self contained, and players seldom choose to go off the rails badly enough to ruin the adventure. APs, however, have that problem pretty much every chapter, and sometimes when the players go off the rails, it takes a lot of work to get them back inside (especially if you don't want them to know). Unfortunately, I don't have any advice for you on this, because while I'm good at it, my skill is based on intuition and decades as a DM. If I could translate it out of my head for you, I would :) Never let an adventure (or AP) control you; you control the adventure! You not just can, but SHOULD modify it to suit your campaign world and group. I agree that reading the adventure a few times is a good idea. I'd write down the major points and themes on a note card for each section/area, so that you can reference it during the session (so that you don't forget something important). I'd then make notes on the adventure of what you don't like and want to change. If you prefer improv, then don't change it immediately, but during the game. Whatever you do, write down changes you made at the end of each session, so that you don't forget! Since you're a new DM, I assume your players will cut you some slack, so if you do forget something (such as giving out a vital clue), they'll forgive you if you ret-con it into the game or use some blatant methods to add it. [/QUOTE]
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