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<blockquote data-quote="RUMBLETiGER" data-source="post: 5881265" data-attributes="member: 6674868"><p>Many people have given great advice. My additional 2 cents:</p><p></p><p>-Read plenty of fantasy books. find a fantasy world you like, such as Middle Earth or Narnia, etc, someplace that you and your players would be decently familiar with, and then use the D&D rules to explore things within that world. </p><p></p><p>-Consider everything you do to be practice. Don't get together expecting to play an epic game, get together to practice for that Epic game you'll play a year or three from now. And that epic game you do eventually play? That was just play testing for the incredible campaign that will be coming next year. Etc. Still enjoy yourself, but don't have incredible expectations. If your practice turns out to become that Epic journey you all really wanted it to be, Extra special surprise!</p><p></p><p>-Come up with a storyline you really like, if you're going to make your own sandbox campaign. Fall in love with that city you made and gave all those details to, or that NPC that was incredibly cool, or that stretch of road between the mountains and the great forest. ALSO, hold onto it loosely. That NPC you love, that place you spent so much time on, it will be gone, things will not go as expected. Love, but hold on loosely. </p><p></p><p>-Expect your players will do the Unexpected. Have your plans but expect them to be broken. Talk to your players in advance and ask them to have grace towards you as you adapt, while they can expect grace from you when they ruin your plans. </p><p></p><p>-Seek feedback from your players often. Ask them what they would like to do. Island hopping adventure? Desert Sands? Deep forest? Urban rooftop adventure? Would they really, really like to fight a dragon? Do they have little interest in rolling skill checks, or have they invested a lot of time into figuring how they could put a high Tumble skill check to good use? </p><p></p><p>-<a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20110719" target="_blank">Always Remember Rule 0</a> and The Responsibility The DM Carries To Keep The Game Fun.</p></blockquote><p></p>
[QUOTE="RUMBLETiGER, post: 5881265, member: 6674868"] Many people have given great advice. My additional 2 cents: -Read plenty of fantasy books. find a fantasy world you like, such as Middle Earth or Narnia, etc, someplace that you and your players would be decently familiar with, and then use the D&D rules to explore things within that world. -Consider everything you do to be practice. Don't get together expecting to play an epic game, get together to practice for that Epic game you'll play a year or three from now. And that epic game you do eventually play? That was just play testing for the incredible campaign that will be coming next year. Etc. Still enjoy yourself, but don't have incredible expectations. If your practice turns out to become that Epic journey you all really wanted it to be, Extra special surprise! -Come up with a storyline you really like, if you're going to make your own sandbox campaign. Fall in love with that city you made and gave all those details to, or that NPC that was incredibly cool, or that stretch of road between the mountains and the great forest. ALSO, hold onto it loosely. That NPC you love, that place you spent so much time on, it will be gone, things will not go as expected. Love, but hold on loosely. -Expect your players will do the Unexpected. Have your plans but expect them to be broken. Talk to your players in advance and ask them to have grace towards you as you adapt, while they can expect grace from you when they ruin your plans. -Seek feedback from your players often. Ask them what they would like to do. Island hopping adventure? Desert Sands? Deep forest? Urban rooftop adventure? Would they really, really like to fight a dragon? Do they have little interest in rolling skill checks, or have they invested a lot of time into figuring how they could put a high Tumble skill check to good use? -[URL="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20110719"]Always Remember Rule 0[/URL] and The Responsibility The DM Carries To Keep The Game Fun. [/QUOTE]
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