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please post advice for novice DM like myself
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<blockquote data-quote="bloodtide" data-source="post: 9063873" data-attributes="member: 6684958"><p>Some things:</p><p></p><p>*You want to have 10-20 somewhat simple, somewhat generic encounters that you can grab and "plug in" as needed. They should be a mix of monster, object, social, magic, trap and every other type of encounter. A drow warlock, a locked chest, a freindly elf ranger, a floating ball of light and a pit trap....for examples. You want to make..write down...everything you will need for that encounter.</p><p></p><p>It sounds like a lot of work....but remember you can use stuff from others. Grab any encounter from any adventure and add it to the pile. Change a couple of details or two....and you have an generic encounter. You should be able to find plenty of adventures online.</p><p></p><p>*Have at least five Very Special Encounters. Weird, strange, bizarre, or whatever ever to capture the players interest and attention. This can be a simple as a glowing metal door....many players can't resist going through such a door....once they can get it open. If the players do something unexpected, you can drop a special encounter in. If made right....the players might engage the special encounter for several minutes to an hour...or more. It can give you some breathing room and time to prepare. </p><p></p><p>*Pay attention to your players. When you drop the "elf ranger" encounter you describe is a "coming out of the woods is a elf with brown skin and green leather armor". A player then quickly asks "Is he armed? Does he have any weapons?" You answer....but remember. So the Next time they encounter any humanoid add in whatever visible weapons they have so the player(s) don't need to ask. So "coming out of the woods is a elf with brown skin and green leather armor, with a sheathed long sword at his side. And no other visible weapons".</p><p></p><p>*You can direct your players easy enough so they Stay On The Path. One of the best ways: Greed. The characters are waking down a hallway and come to a "Y" split. The A hallway has cobwebs...and the B hallway has a trail of glittering gold coins. Gee...want to guess the way the players will go?</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9063873, member: 6684958"] Some things: *You want to have 10-20 somewhat simple, somewhat generic encounters that you can grab and "plug in" as needed. They should be a mix of monster, object, social, magic, trap and every other type of encounter. A drow warlock, a locked chest, a freindly elf ranger, a floating ball of light and a pit trap....for examples. You want to make..write down...everything you will need for that encounter. It sounds like a lot of work....but remember you can use stuff from others. Grab any encounter from any adventure and add it to the pile. Change a couple of details or two....and you have an generic encounter. You should be able to find plenty of adventures online. *Have at least five Very Special Encounters. Weird, strange, bizarre, or whatever ever to capture the players interest and attention. This can be a simple as a glowing metal door....many players can't resist going through such a door....once they can get it open. If the players do something unexpected, you can drop a special encounter in. If made right....the players might engage the special encounter for several minutes to an hour...or more. It can give you some breathing room and time to prepare. *Pay attention to your players. When you drop the "elf ranger" encounter you describe is a "coming out of the woods is a elf with brown skin and green leather armor". A player then quickly asks "Is he armed? Does he have any weapons?" You answer....but remember. So the Next time they encounter any humanoid add in whatever visible weapons they have so the player(s) don't need to ask. So "coming out of the woods is a elf with brown skin and green leather armor, with a sheathed long sword at his side. And no other visible weapons". *You can direct your players easy enough so they Stay On The Path. One of the best ways: Greed. The characters are waking down a hallway and come to a "Y" split. The A hallway has cobwebs...and the B hallway has a trail of glittering gold coins. Gee...want to guess the way the players will go? [/QUOTE]
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