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<blockquote data-quote="corcio" data-source="post: 3115496" data-attributes="member: 36531"><p>i am an aspiring DM wishing to improve upon the many different downfalls my gaming group has had over the recent months. ive noticed several things that im going to try and fix...but i need help figuring some stuff out see below.</p><p></p><p>PROBLEMS</p><p>1. mostly all the players feel that they are always too weak... always starting lvl 1</p><p>2. the campiangs seem to offer either too many choices OR are to wide spread and the adventure feels very drawn out. or too few and feels like railroading is going on</p><p>3. the settings never seem to change dramatically. and the EVIL guys...well why shouldnt we join them for once...they seem to be enjoying themselves.</p><p></p><p>my solutions (which is what i actually need help with)</p><p>1. start out at a higher level (5 perhaps) and giving them an extra template. its gonna be there to give them an extra boost and that COOOOOL factor that some people desire.</p><p>2. i have a few set choices for each part of the story. usually 1 of 3-4 different outcomes. ESSENTIALLY go NORTH SOUTH EAST OR WEST....or somehting like LIVE, DIE, RUN AWAY, WIN...something like that to limit the choices slightyl...but still offer alternitives....but they wont be stuck no matter what they do....which is always the end of the game it seems...as soon as the party is stuk in the same hallway with no other possibly activity....thats the end.(sorry for brief rant lol)</p><p>3. i for one dont mind a familiar setting but sometimes i think a few tweakings need to be in order...the towns are always poor and never seem to interesting. even the bigger cities just seem to lack life...i dont know how to deal with this problem. BUT as far as the evil guys go...why shouldnt the party be allowed to join the evil guys. i would sometimes..</p><p></p><p>well there are some obvious problems with my solutions </p><p>1st problem. im not sure how powerful a group of four 5th lvl characters can be..whats a good challenge for them. i dont quite grasp the CR rating in the DMG. and besides that compared to some well known figures....would alvl 5 fighter compared to a lvl 1 fighter be something like (lvl 1 fighter = the guy behind the counter at mcdonalds wielding a frying pan and a lv 5 fighter = jet li on crack?) is that a valid comparison? help me figure HOW powerful a lvl 5 character would be....cause i want them fairly tough. and i will deck them out in some nice items too. suggestions welcome</p><p></p><p>2nd some of my choices may seem like railroading but i obviously have a story i want to delve into with the group...but if they just refuse to go south to find my BBEG...then will they only get random encounters if they go to the NORTH> how do i get them somewhere i want with out blatant railroading?</p><p></p><p>3. i realize that if the party splits up between good and evil then it will cause some dilemas in the group. i mean say 3 of the 4 turn evil. the 4th one is pretty much doomed to die at their hands...or something...what should i do about letting them play whichever alignment they want...yes even chaotic evil. there will be consequences....but how have you handled this?</p><p></p><p>ok well thats a lot to swallow but those are some of my main concerns....ANY AND ALL ADVICE WOULD BE VERY VERY MUCH APPRCIATED. </p><p>thanks i cant wait for some input.....HELP THE NOOB</p><p>lol</p><p>peace out</p><p></p><p>-CORCIO-</p></blockquote><p></p>
[QUOTE="corcio, post: 3115496, member: 36531"] i am an aspiring DM wishing to improve upon the many different downfalls my gaming group has had over the recent months. ive noticed several things that im going to try and fix...but i need help figuring some stuff out see below. PROBLEMS 1. mostly all the players feel that they are always too weak... always starting lvl 1 2. the campiangs seem to offer either too many choices OR are to wide spread and the adventure feels very drawn out. or too few and feels like railroading is going on 3. the settings never seem to change dramatically. and the EVIL guys...well why shouldnt we join them for once...they seem to be enjoying themselves. my solutions (which is what i actually need help with) 1. start out at a higher level (5 perhaps) and giving them an extra template. its gonna be there to give them an extra boost and that COOOOOL factor that some people desire. 2. i have a few set choices for each part of the story. usually 1 of 3-4 different outcomes. ESSENTIALLY go NORTH SOUTH EAST OR WEST....or somehting like LIVE, DIE, RUN AWAY, WIN...something like that to limit the choices slightyl...but still offer alternitives....but they wont be stuck no matter what they do....which is always the end of the game it seems...as soon as the party is stuk in the same hallway with no other possibly activity....thats the end.(sorry for brief rant lol) 3. i for one dont mind a familiar setting but sometimes i think a few tweakings need to be in order...the towns are always poor and never seem to interesting. even the bigger cities just seem to lack life...i dont know how to deal with this problem. BUT as far as the evil guys go...why shouldnt the party be allowed to join the evil guys. i would sometimes.. well there are some obvious problems with my solutions 1st problem. im not sure how powerful a group of four 5th lvl characters can be..whats a good challenge for them. i dont quite grasp the CR rating in the DMG. and besides that compared to some well known figures....would alvl 5 fighter compared to a lvl 1 fighter be something like (lvl 1 fighter = the guy behind the counter at mcdonalds wielding a frying pan and a lv 5 fighter = jet li on crack?) is that a valid comparison? help me figure HOW powerful a lvl 5 character would be....cause i want them fairly tough. and i will deck them out in some nice items too. suggestions welcome 2nd some of my choices may seem like railroading but i obviously have a story i want to delve into with the group...but if they just refuse to go south to find my BBEG...then will they only get random encounters if they go to the NORTH> how do i get them somewhere i want with out blatant railroading? 3. i realize that if the party splits up between good and evil then it will cause some dilemas in the group. i mean say 3 of the 4 turn evil. the 4th one is pretty much doomed to die at their hands...or something...what should i do about letting them play whichever alignment they want...yes even chaotic evil. there will be consequences....but how have you handled this? ok well thats a lot to swallow but those are some of my main concerns....ANY AND ALL ADVICE WOULD BE VERY VERY MUCH APPRCIATED. thanks i cant wait for some input.....HELP THE NOOB lol peace out -CORCIO- [/QUOTE]
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