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Piratecat ruined my D&D game
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<blockquote data-quote="Meeki" data-source="post: 3314668" data-attributes="member: 17257"><p>One bit of advice that I would give other DM's about story line is to NEVER make the story structure too rigid. All of the games I DM have a story line that can be compared to the making of a thick piece of thread. At one end you have the PC's binding the individual smaller threads together to form a single thread or the current story. As you move away from the PC's the story becomes less and less formed, the PC's are always moving in a forward direction through the story however the DM may not know exactly how the PC's are going to accomplish this progression. SOmetimes the small threads become frayed and break a connection in the story or the PC's may not realize there is one but all in all most of the storyline will still be present. I allow my PC's to do almost anything as long as it fit's their character. </p><p> If you feel like your stories are not important enough to the PC's then consider forming a story around the PC's or having the players form their characters around the story idea. The two should essentially be formed together. Think of a campaign idea then talk to your players about it. If they seem excited they will be more prone to making characters that fit the storyline. DO NOT let your PC's bring in anything they want. This can create a character that has little interest in the story (which is fine if say you have a casual player who is playing a mercenary) however this can be a problem if more and more of the characters have this disposition. </p><p> I always talk a campaign idea over with my players. Once the players decide on an idea that I present they begin making characters and I take some of their ideas and start forming a rough story outline. From here I create the beginning of my thread, the original plot hook. After I present the issues at hand and the beginning of the story I let the character's progress the story. IF the characters do not progress the story then there is a conflict issue between the players and the campaign idea, go back and rework it. DO not be afraid to scrap a campaign in favor of one that will work. Not every campaign will be a success. </p><p> If you find that you are killing your PC's off too much or find out that the players cannot figure out how to progress in the story then start planning your campaign more carefully. Maybe the party lacks anyone with knowledges or any social skills, take this into account. Maybe the party does not excell in combat or lacks arcance abilities, take this into account. Knowing your group's capabilities AND your own DMing abilities will help you create a better campaign. Just sit down someday and make a list of the party's strengths/weakness and your strengths/weakness as a DM. I used to have to do this but now I DM rather ad hoc. I have my story outline and some ideas but I know mylimits and the limits of my party members. Some things will be a greater challenge than others so I take this into account. I do not; however, dock them XP for defeating a challenge rather easily if their characters were designed for such an encounter (Such as having high diplomacy during a face situation) and I do not give more xp for defeating a more difficult encounter (such as having low diplomacy in a face situation). </p><p></p><p>I know this was long but I hope it helps someone! If anyone ever wants to discuss anything about being a DM just pm me.</p></blockquote><p></p>
[QUOTE="Meeki, post: 3314668, member: 17257"] One bit of advice that I would give other DM's about story line is to NEVER make the story structure too rigid. All of the games I DM have a story line that can be compared to the making of a thick piece of thread. At one end you have the PC's binding the individual smaller threads together to form a single thread or the current story. As you move away from the PC's the story becomes less and less formed, the PC's are always moving in a forward direction through the story however the DM may not know exactly how the PC's are going to accomplish this progression. SOmetimes the small threads become frayed and break a connection in the story or the PC's may not realize there is one but all in all most of the storyline will still be present. I allow my PC's to do almost anything as long as it fit's their character. If you feel like your stories are not important enough to the PC's then consider forming a story around the PC's or having the players form their characters around the story idea. The two should essentially be formed together. Think of a campaign idea then talk to your players about it. If they seem excited they will be more prone to making characters that fit the storyline. DO NOT let your PC's bring in anything they want. This can create a character that has little interest in the story (which is fine if say you have a casual player who is playing a mercenary) however this can be a problem if more and more of the characters have this disposition. I always talk a campaign idea over with my players. Once the players decide on an idea that I present they begin making characters and I take some of their ideas and start forming a rough story outline. From here I create the beginning of my thread, the original plot hook. After I present the issues at hand and the beginning of the story I let the character's progress the story. IF the characters do not progress the story then there is a conflict issue between the players and the campaign idea, go back and rework it. DO not be afraid to scrap a campaign in favor of one that will work. Not every campaign will be a success. If you find that you are killing your PC's off too much or find out that the players cannot figure out how to progress in the story then start planning your campaign more carefully. Maybe the party lacks anyone with knowledges or any social skills, take this into account. Maybe the party does not excell in combat or lacks arcance abilities, take this into account. Knowing your group's capabilities AND your own DMing abilities will help you create a better campaign. Just sit down someday and make a list of the party's strengths/weakness and your strengths/weakness as a DM. I used to have to do this but now I DM rather ad hoc. I have my story outline and some ideas but I know mylimits and the limits of my party members. Some things will be a greater challenge than others so I take this into account. I do not; however, dock them XP for defeating a challenge rather easily if their characters were designed for such an encounter (Such as having high diplomacy during a face situation) and I do not give more xp for defeating a more difficult encounter (such as having low diplomacy in a face situation). I know this was long but I hope it helps someone! If anyone ever wants to discuss anything about being a DM just pm me. [/QUOTE]
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