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<blockquote data-quote="SirAntoine" data-source="post: 6554237" data-attributes="member: 6731904"><p>1) Take the time to write an adventure yourself. It is tempting to try a published adventure, but by writing your own to begin with, you will gain invaluable experience with the system and an understanding of where you might like to take the campaign in the future. Your first adventure should have a simple plot and setting. The players start inside an inn, where they first meet to form a group to go on an adventure together and split the treasure. Give the players what is called "the hook", which is the goal for the adventure. I recommend choosing between a small dungeon in the woods near the inn, and a delivery mission which will take the players overland. In the first case, put some simple traps and monsters in the dungeon, such as goblins, and some treasure. When the players finish exploring it, the adventure ends.</p><p></p><p>2) Make sure the players understand the rules, and were able to fill out their character sheets fully. Take all the time they need to do this. You can run a couple mock fights to let them learn the works of combat.</p><p></p><p>3) Be sure to give each player the same amount of attention in the course of play. Everyone should be taking turns, even outside combat in a sense. Be fair to everyone. If you want to change a rule in the books, apply it for everyone including the monsters and NPC's.</p></blockquote><p></p>
[QUOTE="SirAntoine, post: 6554237, member: 6731904"] 1) Take the time to write an adventure yourself. It is tempting to try a published adventure, but by writing your own to begin with, you will gain invaluable experience with the system and an understanding of where you might like to take the campaign in the future. Your first adventure should have a simple plot and setting. The players start inside an inn, where they first meet to form a group to go on an adventure together and split the treasure. Give the players what is called "the hook", which is the goal for the adventure. I recommend choosing between a small dungeon in the woods near the inn, and a delivery mission which will take the players overland. In the first case, put some simple traps and monsters in the dungeon, such as goblins, and some treasure. When the players finish exploring it, the adventure ends. 2) Make sure the players understand the rules, and were able to fill out their character sheets fully. Take all the time they need to do this. You can run a couple mock fights to let them learn the works of combat. 3) Be sure to give each player the same amount of attention in the course of play. Everyone should be taking turns, even outside combat in a sense. Be fair to everyone. If you want to change a rule in the books, apply it for everyone including the monsters and NPC's. [/QUOTE]
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