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<blockquote data-quote="William Ronald" data-source="post: 1552306" data-attributes="member: 426"><p>Randomling: There has been a great deal of good advice here.</p><p></p><p></p><p>I think a one-shot is a good idea, as a confidence builder for you and for a way to get a feeling of how players might react to your DMing style. I think a key issue is how do you plan to motivate the characters. Although you doubt you can outwit some of your players, it may be more important to make them care about an adventure and their characters.</p><p></p><p>Sometimes, motivations can be found in a character history or in the interests of a player. One of the most important things for a DM to do is to try to have players care about their characters and the campaign. For example, you mentioned that at least one of the players has a law degree. Perhaps an adventure hook you can use is to try to creaste a sense of outrage at an injustice -- a friend of the PCs might be framed for a crime for a variety of reasons from politics to striking at the PCs. The players might have to address this issue both through adventuring and good roleplaying. (For example, part of the adventure might involve interacting with a judge or a town council. This can give players a chance to roleplay how their characters might speak on behalf of someone else.) The players might win a few allies and make a few enemies.</p><p></p><p>A good way to help create player interest in the campaign is to create NPCs that the PCs are linked to in some ways. Mentors, friendly rivals, and old enemies can add some spice to an adventure. The key thing is to create a sense of reality. You might also want to try to foreshadow some themes that you have in mind for later adventures. For example, if there is a war on the horizon where the characters might act as privateers, you can perhaps at least have the PCs hear about some minor skirmishes that lead up to the war. Or have the PCs involved in such a skirmish.</p><p></p><p>Good gaming!</p></blockquote><p></p>
[QUOTE="William Ronald, post: 1552306, member: 426"] Randomling: There has been a great deal of good advice here. I think a one-shot is a good idea, as a confidence builder for you and for a way to get a feeling of how players might react to your DMing style. I think a key issue is how do you plan to motivate the characters. Although you doubt you can outwit some of your players, it may be more important to make them care about an adventure and their characters. Sometimes, motivations can be found in a character history or in the interests of a player. One of the most important things for a DM to do is to try to have players care about their characters and the campaign. For example, you mentioned that at least one of the players has a law degree. Perhaps an adventure hook you can use is to try to creaste a sense of outrage at an injustice -- a friend of the PCs might be framed for a crime for a variety of reasons from politics to striking at the PCs. The players might have to address this issue both through adventuring and good roleplaying. (For example, part of the adventure might involve interacting with a judge or a town council. This can give players a chance to roleplay how their characters might speak on behalf of someone else.) The players might win a few allies and make a few enemies. A good way to help create player interest in the campaign is to create NPCs that the PCs are linked to in some ways. Mentors, friendly rivals, and old enemies can add some spice to an adventure. The key thing is to create a sense of reality. You might also want to try to foreshadow some themes that you have in mind for later adventures. For example, if there is a war on the horizon where the characters might act as privateers, you can perhaps at least have the PCs hear about some minor skirmishes that lead up to the war. Or have the PCs involved in such a skirmish. Good gaming! [/QUOTE]
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