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New DM needs help with story
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<blockquote data-quote="machineelf" data-source="post: 6981494" data-attributes="member: 6774924"><p>World building is fun. Not sure that I have much specific advice to offer, but I found that I had to play around with a lot of different ideas, some good, some bad, before the world I really wanted to build crystallized for me. Until then I just used other people's published worlds. I didn't want my players to traipse around my world until I felt like it was more thoroughly fleshed out. But it sounds like you have some cool ideas here. I would just advise to be careful not to make everything too railroaded. Let your players have the ability to do things that change your story in various ways. Make sure their choices matter.</p><p></p><p>One thing I do like to do is to break my world/adventure setting into three tiers. The top tier is the world campaign. This is something that the adventurers may discover early on, but will not be able to resolve it until the end of their careers (20th level). Think: bring the ring to Mordor. The next tier is the regional tier. Each major region in my world has some big event or trouble (and often more than one) that needs to be resolved. And the last tier is the local adventures tier. These are a host of small adventures that the players will run across depending on who they talk to, what they explore. That way, the players can pursue whatever adventure threats they choose to in whatever order. They can ignore anything they want, too, with consequences. World building can be a lot of work, but it's fun work. Once you create a world that you love, it will be a lifelong process of building and refining it. But once it's at a playable level, your players themselves can help you build it by adventuring in it.</p></blockquote><p></p>
[QUOTE="machineelf, post: 6981494, member: 6774924"] World building is fun. Not sure that I have much specific advice to offer, but I found that I had to play around with a lot of different ideas, some good, some bad, before the world I really wanted to build crystallized for me. Until then I just used other people's published worlds. I didn't want my players to traipse around my world until I felt like it was more thoroughly fleshed out. But it sounds like you have some cool ideas here. I would just advise to be careful not to make everything too railroaded. Let your players have the ability to do things that change your story in various ways. Make sure their choices matter. One thing I do like to do is to break my world/adventure setting into three tiers. The top tier is the world campaign. This is something that the adventurers may discover early on, but will not be able to resolve it until the end of their careers (20th level). Think: bring the ring to Mordor. The next tier is the regional tier. Each major region in my world has some big event or trouble (and often more than one) that needs to be resolved. And the last tier is the local adventures tier. These are a host of small adventures that the players will run across depending on who they talk to, what they explore. That way, the players can pursue whatever adventure threats they choose to in whatever order. They can ignore anything they want, too, with consequences. World building can be a lot of work, but it's fun work. Once you create a world that you love, it will be a lifelong process of building and refining it. But once it's at a playable level, your players themselves can help you build it by adventuring in it. [/QUOTE]
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