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<blockquote data-quote="ZedMejier" data-source="post: 5392209" data-attributes="member: 99967"><p><strong>My Campaigns</strong></p><p></p><p>Im the DM for my group as well and when i write a story it comes down to knowing where you wanna take your players in the end game. I always am thinking ahead to when those characters reach lvl 10 or lvl 20 and see where i would like to take them next. My writing sometimes can be very discriptive and the way ive countered myself from boring my players with useless details they dont care about is by only giving a base discription of the room and focusing on the things they will need to know about the room. For example say im writing the description of a room, it would probably go something like this...</p><p></p><p> "The room you have entered is a small circular entry way. The walls are covered in a lush red wallpaper with a gold pattern. In the center of the room hanging from the ceiling is a large chandler, filling the room with light. Under the chandler sits a few chairs and a coffee table."</p><p></p><p>Thats all the player really needs to know at a glance. After that if they want to know specific details about each thing in the room you can write that separate or make it up as you go. As for the world itself, i have done many games where ive written the backstory of the world these people are in and for the most part ive found it just goes to waste. So i changed my play style so that when something reguarding history comes up in conversation or an adventure, if its common knowledge ill work it into the conversations or if its something that a player would have to know through study i will write it separate and then hand the information to those that have the skills required. So case in point my party will enter a tower that used to be home to a powerful wizard. All the history of that place could be a mixture of both studied history and rumor. Rumors i would let the whole party know either by outright telling them in the descriptions or conversations and the things that need study would be handed to those players that have trained in the skill such as history, religion, or arcane.</p><p></p><p>This has worked out pretty well so far and it give you the oppurtunity to make your stories more in-depth by giving the players information like locations to ancient treasures or warnings about trapped areas. Then again you also have the chance to give misinformation to your players, not all facts are true. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Hope this helps.</p><p>-Delthen</p></blockquote><p></p>
[QUOTE="ZedMejier, post: 5392209, member: 99967"] [b]My Campaigns[/b] Im the DM for my group as well and when i write a story it comes down to knowing where you wanna take your players in the end game. I always am thinking ahead to when those characters reach lvl 10 or lvl 20 and see where i would like to take them next. My writing sometimes can be very discriptive and the way ive countered myself from boring my players with useless details they dont care about is by only giving a base discription of the room and focusing on the things they will need to know about the room. For example say im writing the description of a room, it would probably go something like this... "The room you have entered is a small circular entry way. The walls are covered in a lush red wallpaper with a gold pattern. In the center of the room hanging from the ceiling is a large chandler, filling the room with light. Under the chandler sits a few chairs and a coffee table." Thats all the player really needs to know at a glance. After that if they want to know specific details about each thing in the room you can write that separate or make it up as you go. As for the world itself, i have done many games where ive written the backstory of the world these people are in and for the most part ive found it just goes to waste. So i changed my play style so that when something reguarding history comes up in conversation or an adventure, if its common knowledge ill work it into the conversations or if its something that a player would have to know through study i will write it separate and then hand the information to those that have the skills required. So case in point my party will enter a tower that used to be home to a powerful wizard. All the history of that place could be a mixture of both studied history and rumor. Rumors i would let the whole party know either by outright telling them in the descriptions or conversations and the things that need study would be handed to those players that have trained in the skill such as history, religion, or arcane. This has worked out pretty well so far and it give you the oppurtunity to make your stories more in-depth by giving the players information like locations to ancient treasures or warnings about trapped areas. Then again you also have the chance to give misinformation to your players, not all facts are true. :) Hope this helps. -Delthen [/QUOTE]
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