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<blockquote data-quote="Cithindril" data-source="post: 1792707" data-attributes="member: 16773"><p>Super advice so far...I do a lot of this myself. I would add that you need to know your players and their character concepts cold. Being able to weave the many threads of character backstory, ambition and interaction into the metaplot for your world is key to transforming the generic adventure into an enjoyable campaign story that the whole group can tell. </p><p></p><p>Including the adventurers as living/breathing elements of the world doesn't have to be done at an epic or earth-shaking level to add flavor and enjoyment either. The brand-new first level party can be intimately tied to the history and developments of the hamlet where they grew up, even though their actions won't impact the rest of the region or nation for many levels to come. This gives the DM built-in adventure hooks and a way of allowing each player to achieve goals for his/her character.</p><p></p><p>It's important to tailor the adventure's challenges to the play style of the gaming group (some players eat up the hack and slash and want roll play 'lite' while others could care less whether they ever fight and want to focus on character interactions). It's equally important to adjust the plan for the composition of the party. I've had some parties with 80% spellcasters and others where everyone wanted to be a pirate (oddly the same group of players <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ). Along the same lines, rarely does someone volunteer to be the cleric. Rather than penalizing the players for these choices, making adjustments and compensating for the lopsided party can result in a more enjoyable and original flavor for the game.</p><p></p><p>Hope that makes a bit of sense...late here and I'm off to bed.</p><p></p><p>PEACE! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Cithindril, post: 1792707, member: 16773"] Super advice so far...I do a lot of this myself. I would add that you need to know your players and their character concepts cold. Being able to weave the many threads of character backstory, ambition and interaction into the metaplot for your world is key to transforming the generic adventure into an enjoyable campaign story that the whole group can tell. Including the adventurers as living/breathing elements of the world doesn't have to be done at an epic or earth-shaking level to add flavor and enjoyment either. The brand-new first level party can be intimately tied to the history and developments of the hamlet where they grew up, even though their actions won't impact the rest of the region or nation for many levels to come. This gives the DM built-in adventure hooks and a way of allowing each player to achieve goals for his/her character. It's important to tailor the adventure's challenges to the play style of the gaming group (some players eat up the hack and slash and want roll play 'lite' while others could care less whether they ever fight and want to focus on character interactions). It's equally important to adjust the plan for the composition of the party. I've had some parties with 80% spellcasters and others where everyone wanted to be a pirate (oddly the same group of players :D ). Along the same lines, rarely does someone volunteer to be the cleric. Rather than penalizing the players for these choices, making adjustments and compensating for the lopsided party can result in a more enjoyable and original flavor for the game. Hope that makes a bit of sense...late here and I'm off to bed. PEACE! :D [/QUOTE]
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