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What is the #1 most important thing to remember about DMing?
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<blockquote data-quote="Hussar" data-source="post: 5543453" data-attributes="member: 22779"><p>Heh, I really can't add any more than has already been said here.</p><p></p><p>I generally start with a large, overarching concept and then break that concept down into bite sized chunks. I'm not going to spend a huge amount of time on anything other than the next bite sized chunk, so, the end result might actually vary considerably from my original concept.</p><p></p><p>Here's a very quick and dirty example ((Mostly done thinking aloud here, very, very rough)):</p><p></p><p>Adventure 1 - Intro - Keep on the Borderlands. Get through the first couple of character levels, get them built into a bit more durable form, develop personalities and campaign connections for the characters. When they are pretty much done with the Keep, start dropping hooks that lead to:</p><p></p><p>Adventure 2 - The major plotline has been somewhat revealed, whatever it happens to be. We'll say major invasion by Far Realms beasties. The Evil Priest in KotB was a worshipper of the Far Realms and was attempting to open a portal before the PC's stopped him. Adventure 2 builds off this and leads to the Far Realms Cult that is based some distance from the Keep. Adventure 2 starts with the PC's investigating the Cult. Adventure 2 ends with the destruction/defeat of the cult and has links and foreshadowing to Adventure 3.</p><p></p><p>Adventure 3 - Adventure 2 reveals that there is a Grand Conjunction coming and the cultists want to use the star power to open a great portal to the Far Realms. Incursions by Far Realms nastiness begins popping up all over the place. Adventure starts with PC's faced with a town in the middle of being absorbed by a Far Realms cyst. Adventure ends with saving the village/town.</p><p></p><p>So on and so forth. I set out the initial parameters and goals of the adventure. The players determine how they achieve those goals and of course pursue their own goals as well. Those goals would likely be largely determined in the initial adventure or during chargen and incorporated into each "pearl".</p><p></p><p>And, there's more than enough room for flex between the adventures if the players want to pursue this or that end as well.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5543453, member: 22779"] Heh, I really can't add any more than has already been said here. I generally start with a large, overarching concept and then break that concept down into bite sized chunks. I'm not going to spend a huge amount of time on anything other than the next bite sized chunk, so, the end result might actually vary considerably from my original concept. Here's a very quick and dirty example ((Mostly done thinking aloud here, very, very rough)): Adventure 1 - Intro - Keep on the Borderlands. Get through the first couple of character levels, get them built into a bit more durable form, develop personalities and campaign connections for the characters. When they are pretty much done with the Keep, start dropping hooks that lead to: Adventure 2 - The major plotline has been somewhat revealed, whatever it happens to be. We'll say major invasion by Far Realms beasties. The Evil Priest in KotB was a worshipper of the Far Realms and was attempting to open a portal before the PC's stopped him. Adventure 2 builds off this and leads to the Far Realms Cult that is based some distance from the Keep. Adventure 2 starts with the PC's investigating the Cult. Adventure 2 ends with the destruction/defeat of the cult and has links and foreshadowing to Adventure 3. Adventure 3 - Adventure 2 reveals that there is a Grand Conjunction coming and the cultists want to use the star power to open a great portal to the Far Realms. Incursions by Far Realms nastiness begins popping up all over the place. Adventure starts with PC's faced with a town in the middle of being absorbed by a Far Realms cyst. Adventure ends with saving the village/town. So on and so forth. I set out the initial parameters and goals of the adventure. The players determine how they achieve those goals and of course pursue their own goals as well. Those goals would likely be largely determined in the initial adventure or during chargen and incorporated into each "pearl". And, there's more than enough room for flex between the adventures if the players want to pursue this or that end as well. [/QUOTE]
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