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#21 |
Regulator
Join Date: Feb 2006
Posts: 1,842
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Going (psuedo)emo, or 'I don't have teh m0n13z!'
One idea (again based on the computer) is: when you are using various source-books, compile a kind of note-book for the basic rules your campaign is allowing/using right now - essentially re-write a few charts, growth rates, etc for the various characters you're using. Especially grab the stuff that you know you don't know and is likely to come up. That way if you have a rules question, you have an easy made-by-you (and thus intimately known-by-you) document you can pull up and answer things far more quickly than flipping through most books. Plus you've got a search function! That also allows you to ignore most of the issues with the game you're playing, and only reference the books when there's something very obscure or rare going on (which is usually temporarily adjucated anyway, in my experience). Edit: this allows you to (usually) not have to carry all of the books with you, especially if you meet in a location that's not someone's home. Here's a pointlessly long explanation for how to keep track of character levels (player and NPC) in 4E Here (I hope) is a clear example of what I was talking about: The chart I was explaining above (sort of)! The dots are normally replaced by "tab" spaces so everythings more even, but what'cha'gonna'do? The stuff you write above or below the chart to let you follow the character's growth from their origin. Here's how I set up my paragon-path notes. EPIC! how I set it up. This method is nice, because I can instantly check my notes (and compare with the players') at any level of play. Too many or too little hit points? I can help them fix that. Forgot to give themselves a feat, or gave themselves one too many? Fixed. It really, really speeds up leveling up, and you can just put generic placeholders until they know which power or feat they want. Make the three charts (heroic, paragon, epic) up to level thirty (or, if you know you'll never get there, up to your highest possible level of play and perhaps a couple more to be safe) and you'll never have to worry about mistakes (players' or your own) as the entire history of a character is laid out before you. Further, once you've developed one, generic version of the chart, you can copy/paste it for the three different tiers, and then copy/paste that for each different character you want to work with. It's also neat because it allows you to design your own classes (if you want) and instantly compare them in power/balance (the basics, at least) compared to the normal classes. This works great for villains too. Villain and NPC levels Villain and NPC classes
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Make the best decision ever. I look forward to seeing you there! You should watch this trailer! It's awesome! (The rest of the site's really cool, too!) I have a small announcement to make. And another! Last edited by tacticslion; 05-20-2010 at 05:03 PM. Reason: Too Emo and non-contributing original post |
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#22 |
Sent to the cornfield
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Cheaper solution: Just make it up as you go along. I've done it before. If players question you, throw vampiric sea trolls at them.
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#23 |
Regulator
Join Date: Feb 2006
Posts: 1,842
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So, in this campaign I mentioned that I was running before (where my group is being indecisive) we'd taken a break for a bit because of various schedule things. In the middle of that break, we've cleaned up our house a few times and stuff has gotten shifted around. Now, I can't find the pre-published adventure I was basing things off of anywhere. I was following the adventure loosely, instead of strictly, but I was heavily relying on the stats and other pre-published stuff to hasten things along. Further, I've lost the maps I was using with the stuff itself.
So... Lady Fire Dove, I'd greatly appreciate it if you didn't read this. kthanxbai! I've got some basic stat-stuff I can use in a pinch (and am developing my own), however it may quite quickly lead to a TPK... something that I'm okay with, but I don't want if I can help. I'd prefer balance, if possible. Also, as I'm unable to find it right now, does anyone not named Lady Fire Dove feel free to read this? Because they should!
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Make the best decision ever. I look forward to seeing you there! You should watch this trailer! It's awesome! (The rest of the site's really cool, too!) I have a small announcement to make. And another! |
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#24 | |
si vales valeo
Join Date: Jun 2004
Location: Where US HWY 59 and 80 cross
Posts: 4,470
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I am a big fan of traps and machinations, which leads DMs asking me for advice on dungeon design, and general NPC plot.
Example 1: I once designed a dungeon based around the 7 Deadly Sins for a bud of mine to use in his campaign. Picture the Greed room, stairs go down into a domed room with a golden fountain in the middle of the room, on which a silver eye rests, on the other side stairs go up and lead into the next part of the labyrinth. On the fountain is a plaque that reads "Tithing doth repent the sin of Avarice" Inside the fountain there is a large amount of treasure. TONS of magical goods. Long story short, if you take something and try to leave with it the room seals and fills up with water from the fountain, drowning you. The kicker is the only way to stop the water and open the way out is to put back what you took and then at least another 10% of GP worth of goods into the fountain. The eye on the fountain is a magical sentient construct for appraises everything you put into or take out of the fountain, and judges accordingly.
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#25 |
Derrrrrrrrrrrrrp.
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No clues! The player is your enemy! Your JOB is to kill them! Make it happen or you are not fit to DM a Dora the Explorer campaign. You'll be like "hey defenseless Dora & co, you have just encountered the Tarrasque" and the players will be like "Bitch please" and one shot it and your shit is just done.
KILL THEM
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#26 |
Monty Mole
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So I just agreed to start DM'ing a group next Saturday, the 5th. It's gonna be a weekly 4e group, and the first campaign I've ever led (I've done one-off dungeon runs before, including a well-recieved remake of the Cathedral dungeon in Chrono Trigger). Wanted to get some advice from you guys, as y'all seem to have led a fair number of groups.
1. What is a good way to start them off? 9 times out of 10 we start off as part of some sort of mercenary group, a guild, or are just "random band of adventurers who haven't killed each other quite yet #47". 2. I want to keep it a very fluid group, as we run once a week for four hours in a local library. Sometimes people can't show up, other times a person plays for a week or two and then decides they want to play something different (Which I'm totally okay with, it's just part of how our gaming group functions). I guess it kinda ties in to #1, but any tips? Usually we have an NPC or two with the group, and if something happens to a couple people, they head off with the NPC to do a secondary task while the people who are there handle the primary goal. 3. Any thoughts on this premise for a villain? Heroes futz around for the first gaming session or two before meeting the future-villain NPC, who is not at all future-villain seeming. NPC promises to hire adventurer party for money well beyond their normal amount of gold for that level, in exchange for escorting him to an artifact he's been 'researching'. Assuming party doesn't get greedy and runs off with it (This is a very real risk), he would then hire them once or twice more for increasingly more money to get increasingly more powerful items. After the second/third time doing such a quest, the NPC gives them their money, and tells them he no longer requires their services. Reveals true intentions, murders helpless orphans, blah blah blah, evil stuff. He does nothing to spurn the party, keeps true to his word, and when is all said and done has treated them very well and likely offers them a spot in his new world order. Hell, if they take it, campaign ends after a massacre or two, and I have the setting for villains in a future campaign ![]() 4. This is likely to be a very fast leveling game, like one per session. That way my players have options, and I can ensure that the campaign ends fairly fast (I'm looking at a five/six week run here, maybe more, but definitely ending it at level 10, which is the end of the paragon tier). Really, it's gonna be mostly quest exp, as fighting always takes up a lot of time with this group. Should I start them a bit higher leveled than 1? I was thinking starting at level 3, which gives them their first utility skills as well as a second encounter skill to use. Okay, that seems like enough from me for now. I really like the idea of using the PCs to gather the villains items of power, especially if the villain isn't overtly evil and in fact is more generous to the party than most 'heroic' NPCs would be; the hardest part for me is figuring out how to start the whole thing, really. |
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#27 |
Pure joy
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On another forum I read about a way to start off campaigns once that struck me as excellent and well off the beaten path. Describe a situation - say, a busy marketplace in a small town, where an execution is about to be held. The delinquent stands on the scaffold, guarded by some watchmen, and a small crowd of locals and travellers has gathered to watch. Then let the players decide who their characters are in that situation. A Fighter might say he's a watchman, here to oversee that everything goes well; a Rogue might say he's mingling with the crowd, looking for easy marks, or he might actually be the delinquent; another player might say he's a messenger who has just arrived to stop the execution because new evidence has turned up, or he's simply just arrived in town and surprised at what's going on, and so on.
Basically come up with a situation, paint it in broad strokes, and let the players decide who they are in the context of that situation. If there's no readily apparent way they might find together as an adventuring party, prepare some sort of outside event that disrupts the situation that they can react to. It's a good way to introduce early interpersonal dynamic, it gives everyone a general idea of who everyone else is, and they can still all say "I'm in a tavern somewhere, the execution (or whatever) doesn't really interest me." |
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#28 | |
Welcome, to Paedogeddon!
Join Date: Nov 2008
Posts: 1,015
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#29 | ||
Shaken not Stirred
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The encounter was a mage lying on the ground after a forced teleport by his associates with an inactive golem next to him. The mage was a red wizard of Thay who had fallen out with his peers as well as a master golem maker. The party, seeing a red wizard and being the typical cutthroat players that they were, decided to steal all his stuff and throw him off a cliff. He survived the fall and started chasing the party. They found more of his stashes and continued to rob him. The party could have gotten rid of him by simply returning what they had stolen, but instead decided he needed to die. Needless to say the villain pulled some seriously fucked up things on the party and they ultimately died to a lich they decided to rob to get magic items to kill the wizard. Highlight of the game: The party's sponsor was the mother of one of the members. While they were off plane, the wizard murdered her, reanimated her as a flesh golem, and married her becoming the owner of the adventuring company as a result.
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#30 |
wat
Join Date: Jan 2005
Posts: 7,177
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My 4E party just cannot die. I mean yeah ok they could be but the only time I've ever KO'd everyone was through absolutely unrealistically overwhelming odds that made it obvious it was one of those "Oh we have to lose this fight" things.
They're level 7 with level 4-5 gear and honestly they beat groups of monsters that are level 11. 4E pisses me off that way. I have been trying some alternate guerilla tactics too. Tonight I unleashed a small horde of Deathjump spiders in a dark tunnel they were passing through. I had the spiders use an at-will ability to shift 6 squares and pounce for 3d6+5 damage with ongoing poison, slow, and prone status effects. As soon as the spiders started taking damage they would also retreat into their webs or the ceiling after every attack and try to stealth. Then they would all ready actions to pounce the first PC to be all alone. It still didn't work! Argh! Die! |
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