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<blockquote data-quote="Old Fezziwig" data-source="post: 761699" data-attributes="member: 59"><p>NeMoren's Vault is a good introductory adventure (I'd recommend it). Dave and Eric have really good suggestions, too. </p><p></p><p>One thing I'd suggest is to always hold something in reserve and not to aim to tie up loose ends too quickly — I'd mix in events/rumours that may not be things that can be dealt with right now and could pop up later if the characters want. Even if you bring them up obliquely. You don't need to flesh them out too much now, but it gives you things to play with later and makes the world seem more alive. There are some problems with this (the PCs may just be more interested in those rumours than the planned adventure), but if you're careful, those types of things can be avoided. Alternately, you don't even have to bring them up in play, just have them in your notes and keep them there for a while (I'm thinking this came from the old Dungeoncraft column on WotC's Dragon website — something about having secrets). I think this makes sense — it's late and I should have turned in by now. <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>Best,</p><p>tKL</p></blockquote><p></p>
[QUOTE="Old Fezziwig, post: 761699, member: 59"] NeMoren's Vault is a good introductory adventure (I'd recommend it). Dave and Eric have really good suggestions, too. One thing I'd suggest is to always hold something in reserve and not to aim to tie up loose ends too quickly — I'd mix in events/rumours that may not be things that can be dealt with right now and could pop up later if the characters want. Even if you bring them up obliquely. You don't need to flesh them out too much now, but it gives you things to play with later and makes the world seem more alive. There are some problems with this (the PCs may just be more interested in those rumours than the planned adventure), but if you're careful, those types of things can be avoided. Alternately, you don't even have to bring them up in play, just have them in your notes and keep them there for a while (I'm thinking this came from the old Dungeoncraft column on WotC's Dragon website — something about having secrets). I think this makes sense — it's late and I should have turned in by now. :) Best, tKL [/QUOTE]
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