Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Starting a new game
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="der_kluge" data-source="post: 4577864" data-attributes="member: 945"><p>First, encourage your players to make up a backstory. That'll make things a lot more personal for them. Killing brigands can be fun - but if the brigands have a clue on them regarding the whereabouts of the dastardly pirate Dread Roberts who also happens to be the guy who killed one of the PCs parents - then it suddenly becomes personal. </p><p></p><p>Remember that everything the party kills could have a story - well, maybe not mindless monsters, but everything should have a *reason* for being there. That makes the game more realistic.</p><p></p><p></p><p></p><p>I think it's a great idea, and I do something similar. I use Action Points and I reward those for good role-playing or clever ideas. I don't use XP at all. My players don't track it, and I don't reward it. Spells that require it either don't exist, or I find other ways to limit their use, like with disadvantages, for example. I use alternative magic item creation rules to avoid the XP cost.</p><p></p><p>I level the players up whenever they finish a story arc.</p><p></p><p></p><p></p><p></p><p>Good start.</p><p></p><p></p><p></p><p>I like to create a sort of "sandbox" environment (you'll see that term used on here sometimes) where there are various dungeons or story ideas all taking place simultaneously. Think about the Baldur's Gate games, if you've played them, think about how you could go in various directions and find adventure. Something like that. It requires a bit of up-front work, but you could buy a couple of published modules and then say that Dungeon A is to the east, and Dungeon B is in the west, and so long as both are roughly designed for the same level, the party could hear rumors of either dungeon, and instantly have a choice of where to go. Another suggestion is to get a module like Nemoren's Vault which is a good introduction for bringing PCs together at the start of a campaign. </p><p></p><p>I also like the Wilderlands of High Fantasy campaign boxed set, because the world is just filled with adventure ideas, and it makes this kind of campaign a lot easier. But the boxed set is a bit pricey.</p><p></p><p></p><p></p><p></p><p>Well, you certainly need a reason for the furniture to animate. That kind of stuff usually just doesn't happen at random.</p><p></p><p>I'd stick to published modules. There are so many good ones available. Nemoren's Vault is a good choice. I'm also a big fan of the Tomb of Abysthor by Necromancer Games.</p><p><a href="http://www.goodman-games.com/5100preview.html" target="_blank">Legends are Made, not born</a> is a great introductory module actually designed for 0-level NPCs. Goodman games also sells a lot of introductory Dungeon Crawl Classics modules. Most of these are available as PDFs if you can't find them in print.</p><p>Hamlet of Thumble is good, too. </p><p></p><p>A lot of really good GMs I know build entire campaigns by staggering various published modules and source material together to form a length campaign. This gets easier as you get older, because you tend to acquire a lot more ideas and modules that you can build off of.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 4577864, member: 945"] First, encourage your players to make up a backstory. That'll make things a lot more personal for them. Killing brigands can be fun - but if the brigands have a clue on them regarding the whereabouts of the dastardly pirate Dread Roberts who also happens to be the guy who killed one of the PCs parents - then it suddenly becomes personal. Remember that everything the party kills could have a story - well, maybe not mindless monsters, but everything should have a *reason* for being there. That makes the game more realistic. I think it's a great idea, and I do something similar. I use Action Points and I reward those for good role-playing or clever ideas. I don't use XP at all. My players don't track it, and I don't reward it. Spells that require it either don't exist, or I find other ways to limit their use, like with disadvantages, for example. I use alternative magic item creation rules to avoid the XP cost. I level the players up whenever they finish a story arc. Good start. I like to create a sort of "sandbox" environment (you'll see that term used on here sometimes) where there are various dungeons or story ideas all taking place simultaneously. Think about the Baldur's Gate games, if you've played them, think about how you could go in various directions and find adventure. Something like that. It requires a bit of up-front work, but you could buy a couple of published modules and then say that Dungeon A is to the east, and Dungeon B is in the west, and so long as both are roughly designed for the same level, the party could hear rumors of either dungeon, and instantly have a choice of where to go. Another suggestion is to get a module like Nemoren's Vault which is a good introduction for bringing PCs together at the start of a campaign. I also like the Wilderlands of High Fantasy campaign boxed set, because the world is just filled with adventure ideas, and it makes this kind of campaign a lot easier. But the boxed set is a bit pricey. Well, you certainly need a reason for the furniture to animate. That kind of stuff usually just doesn't happen at random. I'd stick to published modules. There are so many good ones available. Nemoren's Vault is a good choice. I'm also a big fan of the Tomb of Abysthor by Necromancer Games. [URL="http://www.goodman-games.com/5100preview.html"]Legends are Made, not born[/URL] is a great introductory module actually designed for 0-level NPCs. Goodman games also sells a lot of introductory Dungeon Crawl Classics modules. Most of these are available as PDFs if you can't find them in print. Hamlet of Thumble is good, too. A lot of really good GMs I know build entire campaigns by staggering various published modules and source material together to form a length campaign. This gets easier as you get older, because you tend to acquire a lot more ideas and modules that you can build off of. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Starting a new game
Top