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<blockquote data-quote="Zmajitamnica" data-source="post: 8766741" data-attributes="member: 7037741"><p>Hey, thanks for the comments so far! To address a few points raised:</p><p></p><p>- I don't think any of the players would mind if 1) it took a bit longer (some of us have played 8-hour dnd sessions before, and all of us have played 8-hour boardgame sessions before), and/or 2) it required more than one session to actually complete this "one-shot". Really this is supposed to be a no-commitment introduction / reintroduction to the world of dnd, and if we all like it we will, quite probably, continue playing dnd together (either continuing on with the story after the one-shot, or with completely new characters / plot).</p><p></p><p>- The players will create a bit of backstory on their characters, and I'll try to adapt the kingdoms they're from according to that. E.g. I know one player wants to play a goliath barbarian, so surely then she should come from a goliath nation and be their ambassador. I'll consult with the players about their backstories / their kingdoms' backstories in private before the game, so they all know what they should know about themselves and the wider world, but each player will also, naturally, know things that the others will not.</p><p></p><p>- Interesting ideas re the players having to work together from the outset (e.g. them being guards / loyal subjects). Thinking about it, I probably wouldn't want to take away their ambassador roles, just because I feel it gives them a lot of freedom to differentiate themselves (all coming from different kingdoms, probably different races / classes etc.), but I might consider toning down the obvious contrary secret quests. For example I'm thinking of maybe not having some players be pro-king surviving and some being pro-killing the king, but maybe just "subtler" things like getting a drop of his blood, putting a listening device in his bedroom, etc.</p><p></p><p>Finally, being an inexperienced GM, do you have any general tips on how to improvise in unexpected situations, which will inevitably arise at some point? I personally hate deus ex machinas in stories and I wouldn't want to rely on them if the PCs started doing something that completely went around what I had intended / expected. But what else can you do, how do you deal with such situations?</p></blockquote><p></p>
[QUOTE="Zmajitamnica, post: 8766741, member: 7037741"] Hey, thanks for the comments so far! To address a few points raised: - I don't think any of the players would mind if 1) it took a bit longer (some of us have played 8-hour dnd sessions before, and all of us have played 8-hour boardgame sessions before), and/or 2) it required more than one session to actually complete this "one-shot". Really this is supposed to be a no-commitment introduction / reintroduction to the world of dnd, and if we all like it we will, quite probably, continue playing dnd together (either continuing on with the story after the one-shot, or with completely new characters / plot). - The players will create a bit of backstory on their characters, and I'll try to adapt the kingdoms they're from according to that. E.g. I know one player wants to play a goliath barbarian, so surely then she should come from a goliath nation and be their ambassador. I'll consult with the players about their backstories / their kingdoms' backstories in private before the game, so they all know what they should know about themselves and the wider world, but each player will also, naturally, know things that the others will not. - Interesting ideas re the players having to work together from the outset (e.g. them being guards / loyal subjects). Thinking about it, I probably wouldn't want to take away their ambassador roles, just because I feel it gives them a lot of freedom to differentiate themselves (all coming from different kingdoms, probably different races / classes etc.), but I might consider toning down the obvious contrary secret quests. For example I'm thinking of maybe not having some players be pro-king surviving and some being pro-killing the king, but maybe just "subtler" things like getting a drop of his blood, putting a listening device in his bedroom, etc. Finally, being an inexperienced GM, do you have any general tips on how to improvise in unexpected situations, which will inevitably arise at some point? I personally hate deus ex machinas in stories and I wouldn't want to rely on them if the PCs started doing something that completely went around what I had intended / expected. But what else can you do, how do you deal with such situations? [/QUOTE]
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