Browsing the archives for the Tell a story tag.


  • Adgitize

  • Ajax CommentLuv Enabled 83e62acbb4ec56b5649a2419913254be
  • Game Blogs - BlogCatalog Blog Directory
  • GameSites200

    Vote on the Dungeons and Dragons Online (DDO) Top 200
    Dungeons and Dragons Online (DDO) Top 200

  • Tips for Opening a New Dungeons and Dragons Campaign

    Dungeon Masters, Play

    Ok, here’s a tough one for more experienced players. So many times you get set to start a new campaign, and it turns out to be the most boring session ever.

    DM: Your all in a tavern in a village in the hills, and you hear a rumor about a treasure in a dungeon.

    It’s the cliché of all clichés. And as a player, I got bored of it pretty quick. One of the first things I learned to do (as a player) was to ignore whatever background glop the DM tried to feed me and proceed with my own antics in the inn and/or village, thence forcing the DM to come up with all sorts of nonsense on the fly. Now would be a good time to mention that many DM’s don’t like me as a player.

    The point is I got bored. Bored players are dangerous players. They are dangerous to themselves, each other, and the DM, and they can wreck a session fast. Worse, they can wreck an entire campaign.

    So, start things off with something original.

    I generally run a weekly game, and when starting with a new party, or even with just a new character, I give my players a deadline, usually a few days before their first session to provide me a bit of background for the character they will play.

    Guess what, 99% of the time they do absolutely nothing.

    Which is why I proceed to give them a background. This is usually only a paragraph or two of information, and I try to keep the character specific stuff to a minimum.

    Now, if you happen to have oodles of time, you can do a little pre-role-playing with your players. This is generally done individually, and is something I like to handle through instant messenger or email. It allows the player to ask some generic questions about the opening setting, and gets rid of much of that boring opening monologue.

    Now, when you actually start the session, remember it is ok to start the party separately. If one character is in the town guard and some of them are just passing adventurers, then one or the other won’t have much to do for the first bit, that’s ok. Tell them to sit tight and you’ll get to them. A word of caution. DO NOT do this with a new player (either new to the game or new to you). Get them involved immediately. But if your group has played together before, you know who you can put on hold and who you can’t ignore.

    Here are some alternatives to starting at the inn and overloading with monologue.

    • Start them in the dungeon. (Was the party captured? Are they in the king’s fortress that is being assaulted?) There is nothing like a captive audience.
    • Start them out in combat. No, they don’t necessarily have to be on the same team. Keep on the Shadowfell calls for an opening kobold ambush. What happens if that ambush is the start of the game, and the party is approaching the ambush from different sides and the players don’t know each other to begin with? Nothing grabs your players’ attention faster than opening the first session with the two simple words “roll initiative.” Then place their minis for them and off you go.
    • If you don’t want to be so forceful, you can try grouping the party together in a way that makes sense. Two of them are town guards, one of them is the village priestess, another runs an apothecary, and the last was just attacked by orcs on the way to town. Together they join up to help this poor soul out.

    The point is to be as imaginative as possible. Do your best to avoid that slow time during the first session where nobody really has anything to do.

    And as always, have fun!

    Welcome back to Dungeons and Dragons Corner.

    You can find Character Sheets Here.

    Feel free to make a Paypal Donation to support Dungeons and Dragons Corner!

    Did you like this post? Want More? Then subscribe to my RSS feed!

    7 Comments

    What Makes a Memorable Dungeons and Dragons Story

    Dungeon Masters

    Telling the story in a role-playing setting is tricky business.  When you pick up a book, you understand that the author is in complete control.  You will go where she takes you and have no control over any of the action or characters.

     

    The DM/Player relationship is not the same as an Author/Reader relationship.  Some of the same principles apply, and some are completely different.

     

    The elements of a good story include (but are not limited to):

    • An interesting plot
    • Memorable, multi-dimensional characters
    • Interactions between those characters

     We’ll get to plot in a minute.

     

    By definition Dungeons and Dragons and pretty much any other role-playing game will have characters.  If the people you play with are as much fun as the people I play with then those characters will be memorable.

     

    But the players are only a handful of characters in a rich world that can have dozens even millions of characters.  As a DM you have to make those characters memorable.  This means giving them personality and depth.  Does that innkeeper just automatically bring what is ordered or does he do it with a snarl?  Is he racist against elves?  Is he in love with dragonborn?  Does that shopkeeper always talk that way or are those allergies?  Why does she keep a vase of violets on the counter?

     

    Once the characters are interesting, they have to interact with the players.  This interaction can be physical, verbal, emotional, etc.  Don’t be afraid to spend time dialoguing with the players in-persona.  Don’t be afraid to avoid a combat altogether so that the cowardly goblins can back out of a combat.  If everyone the bad guys all jump to the attack and the good guys all act as money-changers the game can grow stale quickly.

     

    The players will remember the story element of that goblin who talked his way out of a fight long after they kill his buddies.

     

    Finally, a word on plot.  Plot is far less important in a role-playing setting than in a novel or short story.  If you have interesting characters and interesting interactions, the thinnest of plot lines will engage your group for hours.  In fact, some of the least memorable and least interesting sessions happen when the DM tries to bury the players in the plot rather than letting them grow into the story.

     

    Have a great game!

    Did you like this post? Want More? Then subscribe to my RSS feed!

    1 Comment