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<blockquote data-quote="Goonalan" data-source="post: 5408623" data-attributes="member: 16069"><p>I just DMed 6/18, lessons learnt are to make the scenarios connect a whole lot more than they actually do- as other people have said here.</p><p></p><p>I read through all of the scenarios first off and wrote up a flowchart (as best I could- it turned into a mess), I've replaced a few of the NPCs along the way with PCs from my campaign world, same for places and bad guys.</p><p></p><p>The thing is the series has to be very generic (so everyone can play it), you need to make it more specific- so the places and people the PCs are fighting for initially are of value to them. Make sure you spend the time getting the PCs settled in their home world- give them things to defend, and if you can work them in (which I always do) take the characters backstories and find something in each of them- some secret, or revelation- now work this into the scenarios- make them personal.</p><p></p><p>I changed Brindol to Fallcrest (a place my players were familiar with), had one of the prisoners taken be related to one of the PCs. Same for many of the other scenarios- each one had something to help at least one of the PCs personal quests...</p><p></p><p>Make it more important that they succeed, and connect the scenarios up a lot better than they are at present- I did this by using one of the PCs as a conduit (the player wanted to get into politics (he wants to rule the world actually)). He's useful in that I can have him 'learn things'- usually a little of the DM only info, just snippets to make him feel he's the one with the info- as long as he's stirred up about things then the other players (particularly as they know that there could be another clue to their personal quest in the offing...).</p><p></p><p>Motivate them, make it personal.</p><p></p><p>Cheers Goonalan</p></blockquote><p></p>
[QUOTE="Goonalan, post: 5408623, member: 16069"] I just DMed 6/18, lessons learnt are to make the scenarios connect a whole lot more than they actually do- as other people have said here. I read through all of the scenarios first off and wrote up a flowchart (as best I could- it turned into a mess), I've replaced a few of the NPCs along the way with PCs from my campaign world, same for places and bad guys. The thing is the series has to be very generic (so everyone can play it), you need to make it more specific- so the places and people the PCs are fighting for initially are of value to them. Make sure you spend the time getting the PCs settled in their home world- give them things to defend, and if you can work them in (which I always do) take the characters backstories and find something in each of them- some secret, or revelation- now work this into the scenarios- make them personal. I changed Brindol to Fallcrest (a place my players were familiar with), had one of the prisoners taken be related to one of the PCs. Same for many of the other scenarios- each one had something to help at least one of the PCs personal quests... Make it more important that they succeed, and connect the scenarios up a lot better than they are at present- I did this by using one of the PCs as a conduit (the player wanted to get into politics (he wants to rule the world actually)). He's useful in that I can have him 'learn things'- usually a little of the DM only info, just snippets to make him feel he's the one with the info- as long as he's stirred up about things then the other players (particularly as they know that there could be another clue to their personal quest in the offing...). Motivate them, make it personal. Cheers Goonalan [/QUOTE]
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