D&D 4E Taking the 4e Plunge; Helpful hints?

Doc, it sounds like you rocked it!

My general advice to DMs new to 4E is to see the tools that 4E gives as story-telling tools. The PC powers and the monster powers, for example, are a nice foundation of balance and yield exciting play (damage plus forced movement, etc.). BUT, they are especially cool when we use their descriptive elements. The PC is causing thorny vines to grow from the ground, entangling her foe. The monster is stomping the ground, knocking her prone. Done right, the descriptive cues behind powers can create tremendous scenes.

Similarly, the DM tools for encounter building offer nearly unlimited cinematic potential. You can have fights on swinging rope bridges while stirges pursue her, all while a large ogre slowly moves toward the bridge to cut the ropes. You can recreate every Indiana Jones scene ever - moving vehicles and people falling off, massive spheres of rock chasing after a PC, landing in a temple filled with snakes. Experiment with creating that cinematic and narrative quality - kids love that.

Play with skill challenges. At their worst, they invite the player to just select their best skill. At their best, they are a narrative tool you turn to as guidance. The player drives what they want to do, and you score successes or failures only when it makes sense. Make success and failure the fulcrum for the narrative, rather than a cold behind-the-scenes calculus.

Playing up the story angles is what makes 4E really shine, in my opinion.
 

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<lots of cool advice>

Playing up the story angles is what makes 4E really shine, in my opinion.

Absolutely agree. The mechanical framework is completely open-ended. Use the game mechanics to your advantage to tell the character's story. Not as a constraint of the only things they can do. When the players get creative the answers should be "Yes", "Yes, and", and "Yes, but". Keep it entertaining and keep it moving.

I'm glad she's really enjoying it. My son (13) has been playing with our group for almost a year, and it is awesome to see the creativity, the "wheels turning" as he comes up with solutions that are not mechanics based. My job as a DM is putting the mechanical framework to work to find out how successful those plans are, not to use the mechanics as an excuse for why they will not work.

We've been playing the Slave Lords (A1-A4) series converted to 4e. There have been many story twists to these adventures that were introduced based on the goals of the players, enemies they had already made, and loyalties of the Lords that hired them. All these twists and turns has been what made that adventure worthwhile, and it had a lot to do with how easy the mechanics make improvisation.The majority of that game has been improvised as they kept coming up with plans that neither the adventure, not I had anticipated. The mechanics gave me a solid framework to easily go with the flow.
 

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