eternalpuppetmaster
In-Training
nothing compares to the existential terror that is Funzo
Posts: 88
Pronouns: She/Xe/He
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Post by eternalpuppetmaster on Sept 16, 2023 11:48:34 GMT
Ive run a couple campaines before in dnd but they have all either been premade or i just made up a town and let my players loose. Does anyone have any creative writing tims for being a dm the arent just 'use a generator'?
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r0wyn
In-Training
on my puter
Posts: 73
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Post by r0wyn on Sept 17, 2023 22:26:28 GMT
Ive run a couple campaines before in dnd but they have all either been premade or i just made up a town and let my players loose. Does anyone have any creative writing tims for being a dm the arent just 'use a generator'? instead of making a setting and setting your players loose, why not create a problem and see how they solve it? you can loosely establish their relation to it to help get them started, but a lot of the fun is just seeing what they come up with.
the problem could be a monster, or a natural disaster, or a really mean wizard, or really whatever. if you like paranormal campaigns, a poltergeist/ghost/werewolf problem is really fun.
i like mystery campaigns, tho, so i'm a bit biased lmao
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eternalpuppetmaster
In-Training
nothing compares to the existential terror that is Funzo
Posts: 88
Pronouns: She/Xe/He
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Post by eternalpuppetmaster on Sept 18, 2023 16:29:37 GMT
Ive run a couple campaines before in dnd but they have all either been premade or i just made up a town and let my players loose. Does anyone have any creative writing tims for being a dm the arent just 'use a generator'? instead of making a setting and setting your players loose, why not create a problem and see how they solve it? you can loosely establish their relation to it to help get them started, but a lot of the fun is just seeing what they come up with.
the problem could be a monster, or a natural disaster, or a really mean wizard, or really whatever. if you like paranormal campaigns, a poltergeist/ghost/werewolf problem is really fun.
i like mystery campaigns, tho, so i'm a bit biased lmao
Im planning on having them hae to make a treacherous journey north becuase of a monster (which will turn out to be an Archdevil) sheduled to emerge due to a prophesy (a self fufulling kind - them arriving at the tomb will activate the portal to the nine hells there). Only one character doesnt have an in-backstory reason to either travel north with the group on their own agends (safetly in numbers) or would do it because its the right thing to do.
I dont want to railroad and i do have backup plans for if the dont take the hook ill set up in the second or third session but ive got things all sorted out for them to go to hell >:}
All but one of my players are new and i feel like im taking advantage of that but it does mean they are more likely to go along a plot path i lay out.
Am i doing a bad thing?
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r0wyn
In-Training
on my puter
Posts: 73
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Post by r0wyn on Sept 18, 2023 20:55:18 GMT
instead of making a setting and setting your players loose, why not create a problem and see how they solve it? you can loosely establish their relation to it to help get them started, but a lot of the fun is just seeing what they come up with.
the problem could be a monster, or a natural disaster, or a really mean wizard, or really whatever. if you like paranormal campaigns, a poltergeist/ghost/werewolf problem is really fun.
i like mystery campaigns, tho, so i'm a bit biased lmao
Im planning on having them hae to make a treacherous journey north becuase of a monster (which will turn out to be an Archdevil) sheduled to emerge due to a prophesy (a self fufulling kind - them arriving at the tomb will activate the portal to the nine hells there). Only one character doesnt have an in-backstory reason to either travel north with the group on their own agends (safetly in numbers) or would do it because its the right thing to do.
I dont want to railroad and i do have backup plans for if the dont take the hook ill set up in the second or third session but ive got things all sorted out for them to go to hell >:}
All but one of my players are new and i feel like im taking advantage of that but it does mean they are more likely to go along a plot path i lay out.
Am i doing a bad thing?
no that sounds like a great campaign! especially with new players - more structure is helpful. remember that your goal is to get everyone to have fun, and when you're a new player, it's hard to know what you don't know. if you eventually play with more advanced players, there could be some more room for improvisation, but having a nice plot laid out makes a good template for newcomers.
plus, no one says you Have To Exactly Follow The Plot Or You Die. if your players want to take it in a different direction, you can always adapt the campaign as you play.
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eternalpuppetmaster
In-Training
nothing compares to the existential terror that is Funzo
Posts: 88
Pronouns: She/Xe/He
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Post by eternalpuppetmaster on Sept 24, 2023 12:06:49 GMT
Im planning on having them hae to make a treacherous journey north becuase of a monster (which will turn out to be an Archdevil) sheduled to emerge due to a prophesy (a self fufulling kind - them arriving at the tomb will activate the portal to the nine hells there). Only one character doesnt have an in-backstory reason to either travel north with the group on their own agends (safetly in numbers) or would do it because its the right thing to do.
I dont want to railroad and i do have backup plans for if the dont take the hook ill set up in the second or third session but ive got things all sorted out for them to go to hell >:}
All but one of my players are new and i feel like im taking advantage of that but it does mean they are more likely to go along a plot path i lay out.
Am i doing a bad thing?
no that sounds like a great campaign! especially with new players - more structure is helpful. remember that your goal is to get everyone to have fun, and when you're a new player, it's hard to know what you don't know. if you eventually play with more advanced players, there could be some more room for improvisation, but having a nice plot laid out makes a good template for newcomers.
plus, no one says you Have To Exactly Follow The Plot Or You Die. if your players want to take it in a different direction, you can always adapt the campaign as you play.
Session 0 went well, im exited and terrified!
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r0wyn
In-Training
on my puter
Posts: 73
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Post by r0wyn on Sept 25, 2023 2:39:00 GMT
no that sounds like a great campaign! especially with new players - more structure is helpful. remember that your goal is to get everyone to have fun, and when you're a new player, it's hard to know what you don't know. if you eventually play with more advanced players, there could be some more room for improvisation, but having a nice plot laid out makes a good template for newcomers.
plus, no one says you Have To Exactly Follow The Plot Or You Die. if your players want to take it in a different direction, you can always adapt the campaign as you play.
Session 0 went well, im exited and terrified! yayyyyy! so glad to hear that <3
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