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Tell me about you 4th ed campaigns..
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<blockquote data-quote="Henry" data-source="post: 4556615" data-attributes="member: 158"><p>I'm running a 4E Eberron game currently - about 6th level right now. All the adventures so far have been homebrewed, using Eberron Maps, the Eberron Setting books from 3E, and just taking the players wherever they want to go. I've got a plot they're going to be thrust into soon, so the campaign has a natural wrapping point at 10th level, maybe 11th. The overall theme right now has been "out of work town militia, seeking work as everything from artifact reclaimers to Peacekeepers for hire." Currently, they're trapped in a Cannith underground bunker in the Mournland, trying to find a way out.</p><p></p><p>I've been having fun with the DM rules for 4E, coming up with challenges on the fly in a way that I had a hard time with in 3E.</p><p></p><p>If you're looking for ways to "sell" your group on 4E, the scales of War path in the early issues of Dungeon magazine for 4E (still available on the website, I believe) are a good way to go. I'd put most emphasis on keying into what the players want to seek and do, though, and focus on story first, and then use the rules from pages 184/185 of the DMG to make their opponents on the fly if needed, and just add color. The players will never know the difference between a level 4 human mage from the monster manual and a level 4 artillery NPC you threw together from the DMG, if you describe them the same.</p><p></p><p>Failing that, they might just really dislike the way 4E plays, and there's not much to change that if it's the case, but good luck either way.</p></blockquote><p></p>
[QUOTE="Henry, post: 4556615, member: 158"] I'm running a 4E Eberron game currently - about 6th level right now. All the adventures so far have been homebrewed, using Eberron Maps, the Eberron Setting books from 3E, and just taking the players wherever they want to go. I've got a plot they're going to be thrust into soon, so the campaign has a natural wrapping point at 10th level, maybe 11th. The overall theme right now has been "out of work town militia, seeking work as everything from artifact reclaimers to Peacekeepers for hire." Currently, they're trapped in a Cannith underground bunker in the Mournland, trying to find a way out. I've been having fun with the DM rules for 4E, coming up with challenges on the fly in a way that I had a hard time with in 3E. If you're looking for ways to "sell" your group on 4E, the scales of War path in the early issues of Dungeon magazine for 4E (still available on the website, I believe) are a good way to go. I'd put most emphasis on keying into what the players want to seek and do, though, and focus on story first, and then use the rules from pages 184/185 of the DMG to make their opponents on the fly if needed, and just add color. The players will never know the difference between a level 4 human mage from the monster manual and a level 4 artillery NPC you threw together from the DMG, if you describe them the same. Failing that, they might just really dislike the way 4E plays, and there's not much to change that if it's the case, but good luck either way. [/QUOTE]
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