Good Campaign?
- drowassasin
- Posts: 12
- Joined: Thu Dec 11, 2003 3:47 pm
- Location: Desert Hot Springs, California
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Good Campaign?
Does anyone know the setting for a good campaign? I have tried to start several for beginning players, but they can't quite grasp the concept and I was thinking maybe I just have crappy campaign ideas.
I live in the shadows, I hide in the night. See my face and know your death.
I would need you to explain two things to me before I attempt to answer your initial question:
- How did you start your previous campaigns? Give me a few examples of what you do.
- How do you think they fail? How are playing your PCs, and what are they not grasping, in your opinion?
- How did you start your previous campaigns? Give me a few examples of what you do.
- How do you think they fail? How are playing your PCs, and what are they not grasping, in your opinion?
All that is gold does not glitter.
- Rob-hin
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Also, do you and your players have the right material?
Every player should have a Players handbook or you should be able to share some if you aren't sure if d&d is the thing for you.
As a DM, you need some more books, you almost can't do withou a Monsters Manual and a DM guide can help you learn be to be a good DM and overcome mistakes.
Every player should have a Players handbook or you should be able to share some if you aren't sure if d&d is the thing for you.
As a DM, you need some more books, you almost can't do withou a Monsters Manual and a DM guide can help you learn be to be a good DM and overcome mistakes.
Guinness is good for you.
Gives you strength.
Gives you strength.
Just one PHB (player's handbook) is enough really, but two can become handy (one copy for the DM, one for the players).Every player should have a Players handbook or you should be able to share some if you aren't sure if d&d is the thing for you.
About the MM (monster manual) - it is necessary to beginning Dungeons Masters really, much like the DMG (Dungeon Master's Guide). When you are a tabletop roleplayer with experience, the MM becomes quickly accessory though, that is right. In fact, the best way to handle the MM is to take its monsters as examples of how to build a creature for your campaign, its main elements of description. But making your monsters yourself is already showing some experience in DMing, isn't it?
All that is gold does not glitter.
maybe...
I don't know if I agree with that... c'mon, a goblin it's just a goblin, you can't level it up too much. when you see a cat... you know it's fast and agile, but it hasn't much strength. the same happens with a goblin, or an orc... you can't make it much different.
I don't know if I agree with that... c'mon, a goblin it's just a goblin, you can't level it up too much. when you see a cat... you know it's fast and agile, but it hasn't much strength. the same happens with a goblin, or an orc... you can't make it much different.
"A wizard is never late, Frodo Baggins. Nor is he early. He arrives precisely when he means to."
- drowassasin
- Posts: 12
- Joined: Thu Dec 11, 2003 3:47 pm
- Location: Desert Hot Springs, California
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In my previous campaigns, I start out in a dungeon, having the characters been thrown in or something, then they have to fight their way out. I think it is the way that I am describing things, or the way that I do battles. I think what I'm really looking for is a copy of a short part of someone's adventure conversation. I tried following the books, and also doing my own way, but neither really caught on. I was told by my players they would quit if I don't get better, but we all really want to play. I also think maybe I am being too advanced, but when I dumb it down for them, they get annoyed. HELP!!!
-Aramil
-Aramil
I live in the shadows, I hide in the night. See my face and know your death.
well, i dont know how much experience your group has at role-playing, but it sounds like you guys are still pretty new to it. In this case the Dungeon Masters Guide can help you a lot, so you will at least feel like you know what you are doing as a DM. If your players are being demanding and threatning to quit, let them take a turn at being the Dungeon Master and see how they like it. They will probably be a lot more nice once they have seen how challenging it can be to run the game.
- drowassasin
- Posts: 12
- Joined: Thu Dec 11, 2003 3:47 pm
- Location: Desert Hot Springs, California
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I like the idea of making them try DMing. Maybe they will shut up and let me help them. You're right, everyone but me has never played before, and even I don't have much experience, so I will try using the DM's Guide more. Thanks
I live in the shadows, I hide in the night. See my face and know your death.