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<blockquote data-quote="DonTadow" data-source="post: 2224611" data-attributes="member: 22622"><p>I can give you advice on mistakes I've made</p><p></p><p>I would suggest making sure that you find the right players up for it. Some players just are not in to long term campaigns, as I found out my first campaign and initially running my current campaign. I ran into problems as I tried to start them off small, having them learn about the world, but the players wanted... essentially to make a difference every game. It was my fault because I didn't pick the right players for the campaign. Your players also have to have chemistry with each other, and don't be afraid to tell someoen that your campaign won't fit for them. As I found out in a recent thread different people play for different reasons. </p><p></p><p>The dungeon and Dragon subscriptions are great suggestions. I've never used a Dungeon adventure straight out, but its so well written that I can take parts, creatures and descriptions from it without having to worry about coming up with it myself. It lets me see the larger picture. </p><p></p><p>Also don't get set with your story. I have a few pages of detailed story arc and how i would like the overall picture to look, but I know this can change and I end up rewriting elements every three adventures. This is good because I know my players are making a mark on the world. , I know how I want the campaing to begin, to climax and to end, but I do not want to steer my party towards it, rather you want them to seek it out. Plus I want to take each adventure for what it was. I was so excited when i began this campaign i set the pacing super high and didn't let the party bathe in the new world that was created. Pacing is really important as you have to let your players gain an appreciating for the game. When I started this campaign I assumed that the players would easily see that being with the church is a good thing, but i was wrong and it changed the complete outlook of the campaign. </p><p></p><p>Create the important NPCs first. NOt neccearily stats, these change over time, but their purpses and personalites. I"m a big fan of moral dilemmas. I didn't create a villian persay but three seperate npc factions that have a goal that puts them against each other. ONe of these happens to be evil. Instead of telling the pcs, who do you want to side with, I slowly began to pit the pcs against a couple of the factions (the last they have yet to encounter and probably won't for some time). This let me know what hte pcs wanted to do wit hteh campaign as I observed how they related to one faction over the other. </p><p></p><p>Make sure your players have short and long term goals. Not only do you have to keep your interest but you have to keep your players interest and parto f that is making them super interested in your campaign. Make sure that their backgrounds, stories, and ideas are weaved into your overall story. the weaving is the hard part, because you dont want to make it seem like you're forcing ap layer into a story, but you want it to appear natural, like they belonged their all along and iddnt know it. There's no better feeling than when one of my players emails me and tells me how excited they were that their father was behind a recent event. I have fun when my players have fun. Even if their character dies, if they have fun they will let you know and be excited to build another character. </p><p></p><p>Keeping player interest can be hard. A little something I do, before each adventure, is think about the overall arc and think about the characters. I try to think who was most active the last few adventures and brainstorm ways to make someone who wasn't that active participate. I recently had to add an element to my story to more involve my monk, as I could tell that she had not been important to the story in a bit and her character was way too qiet. </p><p></p><p>HOpe some of these suggestions help.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 2224611, member: 22622"] I can give you advice on mistakes I've made I would suggest making sure that you find the right players up for it. Some players just are not in to long term campaigns, as I found out my first campaign and initially running my current campaign. I ran into problems as I tried to start them off small, having them learn about the world, but the players wanted... essentially to make a difference every game. It was my fault because I didn't pick the right players for the campaign. Your players also have to have chemistry with each other, and don't be afraid to tell someoen that your campaign won't fit for them. As I found out in a recent thread different people play for different reasons. The dungeon and Dragon subscriptions are great suggestions. I've never used a Dungeon adventure straight out, but its so well written that I can take parts, creatures and descriptions from it without having to worry about coming up with it myself. It lets me see the larger picture. Also don't get set with your story. I have a few pages of detailed story arc and how i would like the overall picture to look, but I know this can change and I end up rewriting elements every three adventures. This is good because I know my players are making a mark on the world. , I know how I want the campaing to begin, to climax and to end, but I do not want to steer my party towards it, rather you want them to seek it out. Plus I want to take each adventure for what it was. I was so excited when i began this campaign i set the pacing super high and didn't let the party bathe in the new world that was created. Pacing is really important as you have to let your players gain an appreciating for the game. When I started this campaign I assumed that the players would easily see that being with the church is a good thing, but i was wrong and it changed the complete outlook of the campaign. Create the important NPCs first. NOt neccearily stats, these change over time, but their purpses and personalites. I"m a big fan of moral dilemmas. I didn't create a villian persay but three seperate npc factions that have a goal that puts them against each other. ONe of these happens to be evil. Instead of telling the pcs, who do you want to side with, I slowly began to pit the pcs against a couple of the factions (the last they have yet to encounter and probably won't for some time). This let me know what hte pcs wanted to do wit hteh campaign as I observed how they related to one faction over the other. Make sure your players have short and long term goals. Not only do you have to keep your interest but you have to keep your players interest and parto f that is making them super interested in your campaign. Make sure that their backgrounds, stories, and ideas are weaved into your overall story. the weaving is the hard part, because you dont want to make it seem like you're forcing ap layer into a story, but you want it to appear natural, like they belonged their all along and iddnt know it. There's no better feeling than when one of my players emails me and tells me how excited they were that their father was behind a recent event. I have fun when my players have fun. Even if their character dies, if they have fun they will let you know and be excited to build another character. Keeping player interest can be hard. A little something I do, before each adventure, is think about the overall arc and think about the characters. I try to think who was most active the last few adventures and brainstorm ways to make someone who wasn't that active participate. I recently had to add an element to my story to more involve my monk, as I could tell that she had not been important to the story in a bit and her character was way too qiet. HOpe some of these suggestions help. [/QUOTE]
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