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7 months ago ::
Nov 29, 2012 - 5:37AM
#11
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This gives me some wiggle room if my players come off the rails during an adventure.
Rails are bad. Mmmkay?
As a new DM, your players should be willing to ride the train for a few sessions while you get the hang of things, but you have to be looking and planning and working toward the day when the rails are gone. The sooner that day comes, the happier the players (particularly the old-timers) will be.
Unless you have some really oddball group that likes to ride rails...
Boraxe wrote: "Knowledge of the rules and creativity are great attributes for a DM, but knowing when to cut loose and when to hold back, when to follow the rules and when to discard them, in order to enhance the enjoyment of the game is the most important DM skill of all."
Keeper of the Sacred Kitty Bowl of the House of Trolls. Resident Kitteh-napper.
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7 months ago ::
Nov 29, 2012 - 6:46AM
#12
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Date Joined:
Jun 19, 2004
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Unless you have some really oddball group that likes to ride rails...
Honestly I thought rails were super annoying as well until I played with a DM that took all the really bad stereotypes and used them tongue-in-cheek to make a great game.
Quotes from said game: "I'm sorry, those walls are made of DM reinforced stone. Its like normal stone only worthless and indestructible."
"That would have been an excellent plan, the Narrator says, except you thought of it after you left the castle. Now on the road to the next town you find a gnome floating above the trail. Apparently someone has tied ballloons to a giant yellow '!' over his head."
"Sorry, you attacked the boss before his monologue finished and you were unable to build up any climactic action. You are all Dazed until the end of his monologue. Also, the ground is made of lava."
Currently working on making a Dex based defender. Check it out hereSpoiler:
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7 months ago ::
Nov 29, 2012 - 6:49AM
#13
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I started one campaign with a hastily thrown together adventure called "The Wrong Army." Player characters awoke on a battlefield with no memory of why they were there, other than there had been a huge battle and somehow they were overlooked in the aftermath. They could tell two large forces had moved away from carnage, and I asked which one they wanted to follow.
Trick was, whichever path they followed, it was the wrong army.
It was all sorts of railroady goodness, and the players loved it. There was a series of random encounters along the way and the players were encouraged to fill in their stories as they went, as their "memories returned." When they finally found the enemy force occupying an abandoned and haunted keep, it changed into a running fight through the hallways with the enemy soldiers and the ghosts trying to kill all of them.
We played that campaign for more than a year, just kind of going whatever direction everyone wanted. It was a lot of fun.
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7 months ago ::
Nov 29, 2012 - 6:52AM
#14
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Unless you have some really oddball group that likes to ride rails...
Honestly I thought rails were super annoying as well until I played with a DM that took all the really bad stereotypes and used them tongue-in-cheek to make a great game.
Quotes from said game: "I'm sorry, those walls are made of DM reinforced stone. Its like normal stone only worthless and indestructible."
"That would have been an excellent plan, the Narrator says, except you thought of it after you left the castle. Now on the road to the next town you find a gnome floating above the trail. Apparently someone has tied ballloons to a giant yellow '!' over his head."
"Sorry, you attacked the boss before his monologue finished and you were unable to build up any climactic action. You are all Dazed until the end of his monologue. Also, the ground is made of lava."
I'm going to agree with Matyr. That is all sorts of awesome.
I playtested a game called Magical Land of Yeld that was based loosely on 8-bit games. When monsters died they dropped treasure chests. The first PC to reach the chest got the item inside and spent one action holding it above their head while the music swelled. I think one player got a cherry tart, another got a fishing pole. While fighting giant mechanical beasts called Whirr-Clicks. It was awesome.
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7 months ago ::
Nov 29, 2012 - 7:21AM
#15
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Date Joined:
Mar 31, 2010
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This gives me some wiggle room if my players come off the rails during an adventure.
Rails are bad. Mmmkay?
As a new DM, your players should be willing to ride the train for a few sessions while you get the hang of things, but you have to be looking and planning and working toward the day when the rails are gone. The sooner that day comes, the happier the players (particularly the old-timers) will be.
Unless you have some really oddball group that likes to ride rails...
I absolutely agree. Which is why I develop some lightly planned encounters so when my players start wandering off, I have content ready to give them that helps progress the story.
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7 months ago ::
Nov 29, 2012 - 8:18AM
#16
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Date Joined:
Nov 29, 2012
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Thank you all for your ideas and help.
I'll be filming the first few sessions as well and ill post them up on the site.
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7 months ago ::
Nov 29, 2012 - 8:20AM
#17
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Date Joined:
Nov 29, 2012
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This gives me some wiggle room if my players come off the rails during an adventure.
Rails are bad. Mmmkay?
As a new DM, your players should be willing to ride the train for a few sessions while you get the hang of things, but you have to be looking and planning and working toward the day when the rails are gone. The sooner that day comes, the happier the players (particularly the old-timers) will be.
Unless you have some really oddball group that likes to ride rails...
I absolutely agree. Which is why I develop some lightly planned encounters so when my players start wandering off, I have content ready to give them that helps progress the story.
Yeah I have some monsters that I was planning on them fighting but didn't really plan on them running off >< I'll get to writing out some baddies for them to have those random encounters.
I do know there first mini boss will be "Black pudding" The gelatinous cube lol
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7 months ago ::
Nov 29, 2012 - 2:04PM
#18
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Date Joined:
Nov 30, 2005
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If he has so much money, please answer a few questions I would have a player.
- Why shouldn't I kill him and take it or kill him and search for it? (If the answer is because he could beat me up, why is he hiring me instead of doing this himself?)
- With that much money, why can't he hire someone better than me to get it?
- What if I don't care about cash? Money tends to make a poor reward for a DND game, because you can't talk about it later. "Remember that time I got a billion gold" vs "Remember how awesome it was when we _____".
Answers to those questions will flesh your game out a lot.
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas. http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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7 months ago ::
Nov 30, 2012 - 12:55AM
#19
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Date Joined:
Nov 29, 2012
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Iv changed up the story a little bit trying to add some supprise and off beat Adventure.
Welcome to the The Green Tankard Tavern. Where are story begins. For whatever reasons it may be you have all found your selfs here in loundwater. All that you can be sure of is that you were invited rooms paid for meals serverved and gear handed to you by the hardy people of The Green Tankard Tavern. The note that you were all givin reads "You do not know me but my dear adventure I need your help for you hold a skills that only you posses you hold knowledge that can not be matched in then events that will partake in the near future I will pay you handsomely for your time" If you accept or even if you don't please come to loudwater I have paid for you to stay you will have a room free and free meals please come and listin to what a old man has to say It will be worth your wildist dreams. Please make your way to Loudwater's "The Green tankard Tavern. Now as you all sit at different tables for your morning meal one of the servents hands you a note. The note reads "Please make your way to room five" "out falls a key "Room five" Please please sit and let me tell you a story A while back I had something very powerfull taken from well in fact I had three very powerfull things taken from me for when I was of this world I travled thousands of miles seen many a night and after 64 years I found what I was looking for the soul reason of my Existence. The first Is a longsword called Durindana The seconed is a Heavy steel shield called Quickspur's Ally And the third is called Wargird's Armor its a breastplate. I will reward you all very handsomely'Handsomely indead. The first place you should look is Chavyondat a town on the far east on coast this is where you will start. Now how do I know this is where you should start "He gets up and drags out a man from the closet" This is the only one I could capture before he and his uneducated friends stole my life! The only thing I could get out of him before I severed his spine was that a man named Zolin hired them in the city of Chavyondat. But before you go could you go see a man named Curuvar the Brazen he will magicaly port you to Chavyondat he should be in the libary probaly down in the celler part. "Now as you make your way to the libary you here a loud crash and screem as you all make your way inside you see that Curuvar has been vilently attacked and tied up. "Curuvar" Curuvar immediately yells Thave taken Lady Moonfire those damn uneducated Orcs! What the hell are you staring at cut me free and chase after them you have to save her! Spot check dc 5 you don't seem to find anything of importance to search. Spot check dc 10 You see what appears to be a footprints leading into a book case. Search dc 5 "Ba there just ****ing books not like anything unusual. Dc 10 "You pull down a book and out slides a passage. Down in the passage narrow passage you can see that its being lit with magic lights. There is a pathleading in in opposit directions from eachother. Listen: Dc 15 You can hear the grunts of a orc from bothsides of the path. Spot: DC 15 "Left You see what appers to be a leaver hanging on the far side of the wall. Spot: DC 15 "right you can see a shadow of what appereas to be a larg Orc and two other smaller size shadows. If player go's LEFT they would find that the path is blocked by a larg gate and a leaver on the wall to the left of it. "If player pulls leaver The gate brakes away from the stone wall and slams down in to the floor alerting any thing that is in its vicinity. "Encounter Orcs. If play go's RIGHT player has a chance of Attack of Opportunity on Orc's. After battle player walk in to a room thats about 20x30 They see a chest in the middle of the floor on a raised section. Players approach the chest the floor collapses "Roll Reflex save Dc 10: player takes 1d6 of dmg" Roll Reflex save dc 15 player lands on there feet taking no dmg.
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7 months ago ::
Nov 30, 2012 - 1:38AM
#20
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Date Joined:
Sep 18, 2012
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Unless you have some really oddball group that likes to ride rails...
Honestly I thought rails were super annoying as well until I played with a DM that took all the really bad stereotypes and used them tongue-in-cheek to make a great game.
Quotes from said game: "I'm sorry, those walls are made of DM reinforced stone. Its like normal stone only worthless and indestructible."
"That would have been an excellent plan, the Narrator says, except you thought of it after you left the castle. Now on the road to the next town you find a gnome floating above the trail. Apparently someone has tied ballloons to a giant yellow '!' over his head."
"Sorry, you attacked the boss before his monologue finished and you were unable to build up any climactic action. You are all Dazed until the end of his monologue. Also, the ground is made of lava."
That sounds absolutely hilarious and I wish I was the kind of DM that could run something like that for longer than two sessions. (I have a bend towards the dramatic, which can be a hinderance at times.)
And my current group loves to ride the rails. Well, either that or they hate making decisions, one of the two. But regardless, they enjoy following the story I plan out, primarily providing dialog while I provide the 'right' choices to take. (I've actually run into problems where I gave them multiple choices and they could not, for multiple sessions, make a decision.)
So what I'm saying is: Rails are not inherently bad, but it's best to provide wiggle room and let the players decide if they want on the train or not. If they're having a hard time coming to a decision, nudge them in the 'right' direction. If they don't want to follow what you consider to be the right choice, let them.
Speaking from personal experience: The best games are the ones where you have to improvise at least on occasion.
Gunmage, a homebrew arcane striker. (Heroic Tier playtest ready.) GDocs link. (More up to date.)
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