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*Dungeons & Dragons
New DM Having Tough Time Relaxing with Published Adventures!
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<blockquote data-quote="Rhenny" data-source="post: 6899330" data-attributes="member: 18333"><p>I don't know if there is anything new I can add to this thread, but here goes...</p><p></p><p>I've grown to realize that the one thing I'm not so good at is seeing an overarching arch for a larger more intricate campaign so I use a pre-written campaign/adventure path just for that purpose. I use them to give me the big picture, but when I run them, I add when I can, I modify and I re-introduce elements when the game starts to meander into uncharted territory for too long. In order for it to be fun for me to DM (and to have some level of fluidity) I need to make a hybrid rather than stick strictly to a script.</p><p></p><p>I've found that in many of the APs, the adventure hooks (and transitional hooks used to set up parts of the adventure) that are provided just don't work that well so that's one area that I concentrate on most when I want my players to get involved in a specific part of an adventure or go to a specific site within an adventure path or larger campaign. Sometimes, I can have PCs recall lore or past events/history and sometimes their own backgrounds or back stories help me figure out a way to get them embroiled in an adventure. I throw out enough lore, history, seeds of thought, NPC connections, dreams, memories, etc. so that the players don't feel as if the one time I do it, it means they have to follow that path. If you can get in the habit of exploring some of each PCs past or their dreams and memories, the players seem to act more naturally to the hooks and bait, and once in a while, they will go off track and you can "run" with it, but you can always re-introduce a way to get them to an area you want them to investigate.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6899330, member: 18333"] I don't know if there is anything new I can add to this thread, but here goes... I've grown to realize that the one thing I'm not so good at is seeing an overarching arch for a larger more intricate campaign so I use a pre-written campaign/adventure path just for that purpose. I use them to give me the big picture, but when I run them, I add when I can, I modify and I re-introduce elements when the game starts to meander into uncharted territory for too long. In order for it to be fun for me to DM (and to have some level of fluidity) I need to make a hybrid rather than stick strictly to a script. I've found that in many of the APs, the adventure hooks (and transitional hooks used to set up parts of the adventure) that are provided just don't work that well so that's one area that I concentrate on most when I want my players to get involved in a specific part of an adventure or go to a specific site within an adventure path or larger campaign. Sometimes, I can have PCs recall lore or past events/history and sometimes their own backgrounds or back stories help me figure out a way to get them embroiled in an adventure. I throw out enough lore, history, seeds of thought, NPC connections, dreams, memories, etc. so that the players don't feel as if the one time I do it, it means they have to follow that path. If you can get in the habit of exploring some of each PCs past or their dreams and memories, the players seem to act more naturally to the hooks and bait, and once in a while, they will go off track and you can "run" with it, but you can always re-introduce a way to get them to an area you want them to investigate. [/QUOTE]
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