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Good Campaign?
Posted: Tue Dec 23, 2003 4:44 pm
by drowassasin
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.
Posted: Tue Dec 23, 2003 6:16 pm
by Odhanan
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?
Posted: Wed Dec 24, 2003 1:30 pm
by Rob-hin
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.
Posted: Thu Dec 25, 2003 1:47 pm
by Odhanan
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.
Just one PHB (player's handbook) is enough really, but two can become handy (one copy for the DM, one for the players).
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?
Posted: Tue Jan 20, 2004 5:42 am
by bookai
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.
Posted: Sat Jan 31, 2004 8:26 pm
by drowassasin
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
Posted: Fri Feb 13, 2004 5:28 pm
by VaniKoro
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.
Posted: Mon Feb 16, 2004 12:55 pm
by drowassasin
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