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Tips for a fledgling DM?
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<blockquote data-quote="pemerton" data-source="post: 5293027" data-attributes="member: 42582"><p>My general advice - everything in the module you're running that can be altered to integrate into the backstory of the PC's, should be so altered. This could be gods,</p><p>NPCs, political factions, etc, etc. </p><p></p><p>My 4e-specific advice (these are all aspects where getting the most out of 4e means running it a bit differently from d20):</p><p></p><p>(1) When designing and running combats, look for opportunities to maximise movement on the part of the NPCs/monsters, and thereby to generate incentives for the PCs to move. </p><p></p><p>(2) When running non-combat encounters, use the Skill Challenge framework to set the basic parameters: the whole thing should be over in 6 to 14 primary checks, plus maybe the same number again of secondary checks. Don't let things drag out without any structure or guidance to the players as to how they can resolve a situation. And give them XPs as appropriate, if they achieve what they were aiming for in the encounter.</p><p></p><p>(3) When the players want to do interesting things with their skills - use Religion to cleanse evil shrines, or Arcana to detect the presence of demonic foes - then let them. If you're worried about balance, have the PC in question take damage or lose a healing surge on a failed skill check (or maybe even on a successful one).</p><p></p><p>(4) Use quest XP to reward players for setting and pursuing PC goals. Don't just award them for the quests specified in the module.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5293027, member: 42582"] My general advice - everything in the module you're running that can be altered to integrate into the backstory of the PC's, should be so altered. This could be gods, NPCs, political factions, etc, etc. My 4e-specific advice (these are all aspects where getting the most out of 4e means running it a bit differently from d20): (1) When designing and running combats, look for opportunities to maximise movement on the part of the NPCs/monsters, and thereby to generate incentives for the PCs to move. (2) When running non-combat encounters, use the Skill Challenge framework to set the basic parameters: the whole thing should be over in 6 to 14 primary checks, plus maybe the same number again of secondary checks. Don't let things drag out without any structure or guidance to the players as to how they can resolve a situation. And give them XPs as appropriate, if they achieve what they were aiming for in the encounter. (3) When the players want to do interesting things with their skills - use Religion to cleanse evil shrines, or Arcana to detect the presence of demonic foes - then let them. If you're worried about balance, have the PC in question take damage or lose a healing surge on a failed skill check (or maybe even on a successful one). (4) Use quest XP to reward players for setting and pursuing PC goals. Don't just award them for the quests specified in the module. [/QUOTE]
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