jester47
First Post
It occured to me the other night-
That one thing you can do to make getting the Game started easier (assuming you don't have a problem player) is before the players ever decide on what character they are going to make have them, as a group, decide what kind of party they are going to have. This allows the DM to cater the adventures, come up with hooks more easily. It also allows the players to select concepts for characters that have a purpose in the party.
A sample example (?!) is a party that is centered around doing jobs for a thieves guild. With this in mind the players have somthing to guide the concepts of the characters they might want to come up with, like a locks expert, a scrying expert, a diplomat, or whatever for breaking and entering and generally role playing in a thieves guild. Here the DM could have the adventures metered out by a higher up in the guild. Thus reducing the need for the characters to figure out whats going on. (Though nothing should ever be as it appears!!!).
Another example is a band of dragon slayers. The players would then be able to create characters around dragon slaying concepts, and all the DM would ever have to do is come up with interesting things dealing ultimately with dragons.
It seems that using this would make things eaiser.
Hrm... time to go kill my old party...
Aaron.
That one thing you can do to make getting the Game started easier (assuming you don't have a problem player) is before the players ever decide on what character they are going to make have them, as a group, decide what kind of party they are going to have. This allows the DM to cater the adventures, come up with hooks more easily. It also allows the players to select concepts for characters that have a purpose in the party.
A sample example (?!) is a party that is centered around doing jobs for a thieves guild. With this in mind the players have somthing to guide the concepts of the characters they might want to come up with, like a locks expert, a scrying expert, a diplomat, or whatever for breaking and entering and generally role playing in a thieves guild. Here the DM could have the adventures metered out by a higher up in the guild. Thus reducing the need for the characters to figure out whats going on. (Though nothing should ever be as it appears!!!).
Another example is a band of dragon slayers. The players would then be able to create characters around dragon slaying concepts, and all the DM would ever have to do is come up with interesting things dealing ultimately with dragons.
It seems that using this would make things eaiser.
Hrm... time to go kill my old party...
Aaron.