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<blockquote data-quote="Hjorimir" data-source="post: 1512167" data-attributes="member: 5745"><p>If you have a talented group of players (and your post makes that seem probable), you'll more than likely be surprised on how much interesting content they will provide on themselves. Don't feel the need to control the pace of your game unless the players are stalling.</p><p></p><p>Action Items I would suggest for a young DM-</p><p></p><p>Refrain from using alternate rule systems (i.e. magic) until you've have a strong experience running the rules as presented. The ramifications of even a minor change could have untold and sweeping effects of game balance that you don't see initially.</p><p></p><p>Don't be in too much of a hurry to pull back the veil. Let each campaign mystery come about in its own time. Never feel pressured to wow the party with amazing plot devices (as such things come together naturally in a well prepared campaign).</p><p></p><p>The most important rule is that the game is intended to be a form of entertainment. So do what is fun for you and yours.</p><p></p><p>When in doubt the odds of success are 50%.</p><p></p><p>Lastly, for you in particular, I'd have a round-table meeting with all of your players and get their input before you even start the game. If they know how you feel they will be more likely to accept any downfalls and try and help you make it a stronger game in the end.</p></blockquote><p></p>
[QUOTE="Hjorimir, post: 1512167, member: 5745"] If you have a talented group of players (and your post makes that seem probable), you'll more than likely be surprised on how much interesting content they will provide on themselves. Don't feel the need to control the pace of your game unless the players are stalling. Action Items I would suggest for a young DM- Refrain from using alternate rule systems (i.e. magic) until you've have a strong experience running the rules as presented. The ramifications of even a minor change could have untold and sweeping effects of game balance that you don't see initially. Don't be in too much of a hurry to pull back the veil. Let each campaign mystery come about in its own time. Never feel pressured to wow the party with amazing plot devices (as such things come together naturally in a well prepared campaign). The most important rule is that the game is intended to be a form of entertainment. So do what is fun for you and yours. When in doubt the odds of success are 50%. Lastly, for you in particular, I'd have a round-table meeting with all of your players and get their input before you even start the game. If they know how you feel they will be more likely to accept any downfalls and try and help you make it a stronger game in the end. [/QUOTE]
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