The start of a Nentir Vale campaign

[MENTION=82106]AbdulAlhazred[/MENTION] yeah, using wandering monsters or similar techniques to get things moving along sounds like a good idea. Planning a few such "kick things along" encounters is probably a good idea. This was a city encounter and they were in a "safe" zone, so it would probably have to be a bit more indirect.

We did some very light RP, but mostly it was formulating a plan of what to do and such. I really liked that the players came up with the idea, it is those ideas that helps the players get into the setting, instead of feeling they are on a premade adventure railroad. It was pretty obvious to the players that I was winging it, so they knew they had come up with something smart. Especially after acing all the checks. :D

I really think quick summaries/narrations, either by the DM or a player is something that's underrated, or has been underrated in my group. It helps things move along at a pace that keeps the session interesting for all the players. If it's something that kills sessions is the ones that just aren't going anywhere. Mostly, I think it's the players responsability, but if they fail, the DM really needs to step up and gets things moving.
 

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