What would you have done differently?

I would have started the PCs out with an NPC class to better simulate that they are just normal villagers when the adventure starts.
Once they gained a level I'd have them replace their NPC level with a level of a regular player class.
 

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I don't think I would have changed anything myself. I am running a Dragonlance/Githyanki Invasion campaign, and the players dictate what they do to help or hinder the war effort. Looking back on it, I would have liked them to have been more proactive, but thats up to the players.
 

I would have stopped accepting players after I hit four, five max. My DMing-style, which focuses heavily on PC/NPC interaction, personal plot threads, and RP in general, just gets bogged down by a giant-sized table. When you have eight players, it takes forever for the focus to cycle through the players, leaving players with huge periods out of the limelight. On top of that, trying to weave eight backstories into the action stretches credibility far beyond the breaking point.

So. Four players, five max. :p
 
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Aeric said:
Amen to that! The group I'm in has been playing RtoTEE for the past year now (we meet every other week) and we are only 50% done with the outer area of the dungeon. .
I don't know about the rest of the module since I adapted the crater mine to my campaign. My players were much more excited before getting in this stupid dungeon. I should have read it a bit more before throwing it in my campaign.

It feels good to hear that I am not alone finding it boring. You just gave me an idea, I will start a thread asking people for advice on how I could terminate this thing quickly without having to rely on a earthquake destroying the whole place or the celestial armies of good whiping the whole places down.
 


Stormborn said:
If you were going to restart your current camapaign, either as a player or GM, what would you have done differently? Rules, settings, etc.?

My last campaign I did two mistakes:
--I began the campaign before being ready.
--I did ask the players what type of setting they wished to play in, and let them play whatever character they wanted.
As a result we had a very bland archetypal D&D campaign. (A gnome called Sganarel, and a half-orc called Huurl, it doesn't make it well for a setting supposed to clearly remind of LotR).

For my new setting:
--I will begin it only when I am ready. This include a small website and a netbook on the setting to download. As such players will see the type of ambiance before play begins.
--I created a setting from my own ideas only. I will watch over the type of characters players create. I won't allow stupid names (where did I read about an adventurer called "Monsieur Camenbert"?? **Rolleyes**), and will only accept characters who fit the mood of this campaign.

Houserules:
I long ago learned the hard way it's better to not add houserules. There currently is enough with D&D and d20, to not need tweak and change the game. Nonetheless, I will use Grim tales for the d20 rules, plus a number of homebrew races to replace dwarves, elves, etc. I also introduce a few firearms in an heroic setting, and really don't know how it will fare...
 

There's only a few things I wish I had done differently in my current game - I wish I had defined the various cultures better (I've been getting better at pointing out the differences) and I wish I had eliminated Common from the start (learning languages has come to be rather important).

From a rules and adventures point of view, everything has gone more or less in a way I enjoy.
 

It might seem odd to have regrets for a game that's only 2 weeks old, but I have a few.

1. I would have spent more time going over the background of the world with the players. (and espcially with my co-DM, who seems oblivious to the world he is helping run)

2. I would have made a campaign website ahead of time.

3. I would have (and probably will have to) work out a better system for what happens with the characters my co-DM and I play when we are not the DM.

That being said I feel alot better than I did about my previous game. If this question had been asked in May I could have listed at least 30 points.
 

Turanil said:
My last campaign I did two mistakes:
--I began the campaign before being ready.
--I did ask the players what type of setting they wished to play in, and let them play whatever character they wanted.
As a result we had a very bland archetypal D&D campaign. (A gnome called Sganarel, and a half-orc called Huurl, it doesn't make it well for a setting supposed to clearly remind of LotR).

My best campaigns have all had lengthy ramp ups.

I think asking players what they want is the best way to make everyone happy. However, if its not done in an organized manner you can end up with just what you said - a very bland game.
 

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