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<blockquote data-quote="Stormborn" data-source="post: 3115666" data-attributes="member: 14041"><p>Good advice so far. I will add a little bit</p><p></p><p>Try running an adventure that is nominally a one-shot just to test some things out. Use 5th level characters for the PCs and run them against a few challanges to see if they can handle it. If they can then you can let that work into a larger adventure in your homebrew. I find that my players like fighting things they have never fought before but also like the occasional mop up- a fight against lots of lower level creatures that they can easily wipe out. </p><p>WotC has a few free adventures for that level that you could check out, either to serve as a guideline or to run out right. <a href="http://www.wizards.com/default.asp?x=dnd/oa/20030530b" target="_blank">http://www.wizards.com/default.asp?x=dnd/oa/20030530b</a></p><p>Try Base of Operations</p><p></p><p>Become very familiar with the CR and EL tables inthe DMG. It is an absolute must. </p><p></p><p>As for the campaign. mixing fairly linear adventures with a clear goal with times of choice. For example the PCs are hired to retrieve X and obeject with both political and magical power by a noble. In their quest they learn of different people who want it, and some of the possible reasons for them wanting it. Once the PCs get it they have to decide if they give it to the rich noble who hired them, the outcaste robber lord who is the rightful ruler, or the poor but good cleric who says it is needed to save the world? Break the sessions when it comes time to decide and have the players contact you and each other between sessions on what they plan to do so that you can prepare appropriatelly. </p><p></p><p>Parties cannot be mixed - eitehr they can be good and neutral or they can be evil and neutral. Trust me. Saves a lot on the wear and tear of the group and the DM. </p><p></p><p>Also let me echo the advice of others and say :READ. Read nonw Sword and Sorcery/DnD stuff. Watch TV and movies. Then steal it all. Or take soemthing like Eberron and Sharn for a different approach, change the names and world if you want something different, but Sharn is a pretty good example of a non-standard city that works well in DnD IMO.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 3115666, member: 14041"] Good advice so far. I will add a little bit Try running an adventure that is nominally a one-shot just to test some things out. Use 5th level characters for the PCs and run them against a few challanges to see if they can handle it. If they can then you can let that work into a larger adventure in your homebrew. I find that my players like fighting things they have never fought before but also like the occasional mop up- a fight against lots of lower level creatures that they can easily wipe out. WotC has a few free adventures for that level that you could check out, either to serve as a guideline or to run out right. [url]http://www.wizards.com/default.asp?x=dnd/oa/20030530b[/url] Try Base of Operations Become very familiar with the CR and EL tables inthe DMG. It is an absolute must. As for the campaign. mixing fairly linear adventures with a clear goal with times of choice. For example the PCs are hired to retrieve X and obeject with both political and magical power by a noble. In their quest they learn of different people who want it, and some of the possible reasons for them wanting it. Once the PCs get it they have to decide if they give it to the rich noble who hired them, the outcaste robber lord who is the rightful ruler, or the poor but good cleric who says it is needed to save the world? Break the sessions when it comes time to decide and have the players contact you and each other between sessions on what they plan to do so that you can prepare appropriatelly. Parties cannot be mixed - eitehr they can be good and neutral or they can be evil and neutral. Trust me. Saves a lot on the wear and tear of the group and the DM. Also let me echo the advice of others and say :READ. Read nonw Sword and Sorcery/DnD stuff. Watch TV and movies. Then steal it all. Or take soemthing like Eberron and Sharn for a different approach, change the names and world if you want something different, but Sharn is a pretty good example of a non-standard city that works well in DnD IMO. [/QUOTE]
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