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> Gaming Styles, or helpful hints to newbies
Mantyluoto
  Posted: Feb 5 2004, 11:41 PM
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In case we do get a newbe on the boards why don't you post helpful hints and tips for them to use. Post anything from adventure planning, to treasure generation. You can include links to known generators or info sites (if you don't mind Eosin) and the like.


I'll start.

When i write an Adventure i try to plan for every conceivable outcome. Not only do i put full moster stats down i put references to page numbers in Monster manuals etc.

Take maps from sources such as Dragon/Dungeon magazines and the like, scanning the pictures into a Pc allows alterations or learn programmes like Photosuite and draw your own.

Borrow (steal) ideas from other books and twist it into your adventure whilst keeping the flavour of the game.



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MagusRogue
Posted: Feb 5 2004, 11:54 PM
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I tend to read through the current DnD books and get an idea on classes and monsters. The Fiend Folio is great for getting Blight critters.

I also read through the books a couple times, as well as try to get through the BBoBA, though i can never keep a grip on it for long (don't own it myself...).


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Timetwister
Posted: Feb 6 2004, 12:11 AM
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Im more of an improvising GM.....i set a goal I want the group to get to or a major event that will have them involved.....and I leave the quest itself completely up to the players and their course of action....simply improvise.....funny thing is u'll always find something from the past of the characters that u can have recur in the quest, players love that. But make sure u got the goal endgoal worked out all the way, so players cant confront u with flaws in that


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Sa_sara
Posted: Feb 6 2004, 02:29 AM
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*grins*
hmm...and links to places that harbor the web-enhancement and second-hand copies of the core book (aka whoever has it, and Amazon's resale)...just in case someone comes here who hasn't actually bought the book and is now looking for it...tough luck, but it saves them having to ask.


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Sharn Penndroen
Posted: Feb 6 2004, 02:59 AM
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I agree that it definitely makes things go smoother if you have your moster/enemy info on hand.

In WoT there are a lot more human enemies to fight. Take time to write up a couple of good enemies for fights. My favorite are some assassins (Daidore 5 / Wanderer 5). You can spend a little time and have several reusable write ups to pull out whenever you need them.

Have recurring enemies that the PCs have a good reason to hate. This makes things very colorful, and anyone in my campaigns knows that I do this all the time. By the time they acutally take the enemy out they have another one they hate worse.

Most importantly, stay up to date on this board. This is where the WoT RPG community lives now. Don't get left out! smile.gif


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LuciusT
Posted: Feb 6 2004, 04:16 AM
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My most successful campaigns tend to be character driven... by which I mean every major character in the campaign, PC and NPC, has a developed personality, set of motives and goals and acts accordingly.

I'm not always sure what's going to happen. I just let the characters act and react and the story more or less writes itself.
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Axel
Posted: Feb 6 2004, 08:57 PM
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I like to simply set up the place, the people, the events, and see what happens. I try to avoid any in depth timeline of events (although certainly a vague one is neccessary) I certainly never force my players into circumstances to make them do things to finish my story. I try to make sure that the players control where things go.
Obviously you need alot of improv...


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Blaeric Fen
Posted: Feb 9 2004, 09:03 PM
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QUOTE (Sharn Penndroen @ Feb 5 2004, 08:59 PM)
I agree that it definitely makes things go smoother if you have your moster/enemy info on hand.

In WoT there are a lot more human enemies to fight. Take time to write up a couple of good enemies for fights. My favorite are some assassins (Daidore 5 / Wanderer 5). You can spend a little time and have several reusable write ups to pull out whenever you need them.

Or, like Jensain advised me on the "Gming, not as easy as it seems" post. keep a couple encounters handy. don't plan them, just leave them open so you can work them in if your players get a little rowdy or restless.


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