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Level Up: Advanced 5th Edition (A5E)
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<blockquote data-quote="Stone Dog" data-source="post: 8496724" data-attributes="member: 16705"><p>Basically what I've done with new groups and new rules is very close to what is in the Trials and Treasures book for advice.</p><p></p><p>Set expectations early so nobody gets surprised or frustrated. Session Zero is your friend.</p><p></p><p>You are (possibly all of you) learning. Learning both rules and each other's playstyles. Mistakes will be made. Talk about what happened in the session, what went well, what could use some work.</p><p></p><p>Don't waste too much time searching for the right rule. If you can't find it right away write down what the question is, make a temporary ruling about it, and do full research when you have more time. Make sure people know that this is a stopgap ruling and you'll come back to it outside of game time. Who knows, maybe it will be a good house rule for your table!</p><p></p><p>Use published adventures as outlines of events since players may or may not follow the road laid out. Starting out it might be okay to ask them to follow plot prompts so that everybody can learn how the game works, but eventually they are going to want to go off script and as the DM you are going to want the skills to roll with that. A lot of published adventures lay out what the party should do, but expect that they won't.</p><p></p><p>When you start making your own plots and adventures, remember to give situations for them to interact with, not scenarios that need to go a certain way. If your adventure demands that the royal scion needs requeuing, just have them kidnapped already when the adventure starts, don't give the party false hope that they can stop the kidnapping in progress.</p><p></p><p>Our Star Trek Adventures group had a problem with an adventure that involved a shuttle crash. It called for all sorts of rolls to avoid crashing with the expectation that we'd crash anyway, just safely. The problem was that we were presented with a broken shuttle and what we immediately wanted to do was fix it all technobabbly style. Nothing we wanted to do was covered in the adventure, but instead of "Hey, just for this session, can we follow the plot so we can learn the ropes?" we muddled through things and had to revisit mechanical questions. Future sessions were a lot more fun.</p></blockquote><p></p>
[QUOTE="Stone Dog, post: 8496724, member: 16705"] Basically what I've done with new groups and new rules is very close to what is in the Trials and Treasures book for advice. Set expectations early so nobody gets surprised or frustrated. Session Zero is your friend. You are (possibly all of you) learning. Learning both rules and each other's playstyles. Mistakes will be made. Talk about what happened in the session, what went well, what could use some work. Don't waste too much time searching for the right rule. If you can't find it right away write down what the question is, make a temporary ruling about it, and do full research when you have more time. Make sure people know that this is a stopgap ruling and you'll come back to it outside of game time. Who knows, maybe it will be a good house rule for your table! Use published adventures as outlines of events since players may or may not follow the road laid out. Starting out it might be okay to ask them to follow plot prompts so that everybody can learn how the game works, but eventually they are going to want to go off script and as the DM you are going to want the skills to roll with that. A lot of published adventures lay out what the party should do, but expect that they won't. When you start making your own plots and adventures, remember to give situations for them to interact with, not scenarios that need to go a certain way. If your adventure demands that the royal scion needs requeuing, just have them kidnapped already when the adventure starts, don't give the party false hope that they can stop the kidnapping in progress. Our Star Trek Adventures group had a problem with an adventure that involved a shuttle crash. It called for all sorts of rolls to avoid crashing with the expectation that we'd crash anyway, just safely. The problem was that we were presented with a broken shuttle and what we immediately wanted to do was fix it all technobabbly style. Nothing we wanted to do was covered in the adventure, but instead of "Hey, just for this session, can we follow the plot so we can learn the ropes?" we muddled through things and had to revisit mechanical questions. Future sessions were a lot more fun. [/QUOTE]
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