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Fishgle
United States2174 Posts
http://www.d20srd.org/ Cheaper than buying the books. | ||
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Zocat
Germany2229 Posts
Yes, you can make up your own adventure, but you dont know how to balance anything at all, and it WILL suck. Also you should talk to your players prior to playing. Make clear that you're the GM - your word is final, and you can overrule every rule in the rulebook if you want to (though you shouldnt do that^^). Also make sure you understand:: You're not the players adversary. You are their friend. And it's your job to provide a fun (and challenging) experience for your group. It's NOT your job to kill them. Other topics prior to playing: Freedom. "Imagine if you arrive in a village, learn that recently bandits attacked and kidnapped the mayor's daughter. The bandits went <that way> please rescue her!" So the adventure is probably (^^) to rescue that daughter. But your players can say "No - we dont care!" and go the other direction. Do your players want that kind of freedom? Do you want to give your players that kind of freedom and improvise the whole evening? It's the concept of railroading (which Falling already mentioned) - do you want to allow actions which are not important to the adventure or do you want to deny players to play their characters in whatever way they wish? Different groups - different tastes, discuss what the group / you wants and then play accordingly. Normally it's best to allow small free action stuff ("I want to go hunting after we made camp for the night" (even though the hunter might miss an important encounter which happens while he is out hunting)), but deny the big stuff ("We want to visit that unimportant village which the merchant mentioned"). You can find ingame reasons ("the bridge is destroyed" , ...) or just tell your players out of the game "It's unimportant". Again - ask your players what they prefer. Also talk about FUN vs REALISM. The cave system which the bandits inhabit. There are a total of 7 bandits and their half-orc leader spread around. For whatever reason (bad luck for players, good rolls for you^^) after the 2 initial bandits the group is seriously injured. But you (or the author of the adventure^^) planned that there is another group of 3 bandits before the half orc leader and his 2 favourite lackeys. If you go the FUN route: let your group find a healing potion. Or for whatever reason those 3 bandits are not at home and out hunting (though they might come back later if the characters linger around too long after defeating the boss). Or the bandits didnt only capture the mayor's daughter but also a cleric/fighter who can help the group (with heals or combat experience). Give the players a chance to succesfully complete the adventure ![]() Basically: Adjust the adventure to how the dice go. Good rolls for the players? Make it more challenging. Bad rolls? Make it easier. If you go the REALISM route: If the characters dont retreat they will probably die. No healing potion, no help. Full enemy presence. But also dont add more challenges if it's too easy ![]() Again - discuss what your group & you prefer. During the game: No long discussion (rule, logic, realism, ....) during the game. If you cannot come to an agreement - just say what happens. You're the GM and we established earlier that whatever you say is the law ![]() If you cannot decide - roll a d6 (1-3 result A, 4+ result B). After the game: Talk about the problems which occured during the game. How will you solve it next time? (Dont go back on your decision though! Only the next time when the same problem occurs you solve it the new way) Discuss other stuff which occured during the game (railroading problems, fun / realism problems, ...) after the game. Ask your players what they liked - and what they didnt like. Also tell your players what you liked / didnt like. Try to keep all those things in mind for the next session so you can improve everyone's experience. | ||
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FluffyBinLaden
United States527 Posts
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genesis_crimsonheart
United States81 Posts
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