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T O P I C    R E V I E W
Sigonan Posted - 26 Jan 2005 : 19:33:05
Hello everyone!
This is my first posting so I would like to answer the kindness with which the dear Sages of the famous Candlekeep have bid us welcome.
My most sincere thanks to you.
I will begin with difficult questions:
I happen to DM a game with very strange characters and doing so, I am most times at a loss.You see it actually is my first time in pen and paper games, so I would really appreciate some advice aregarding the creation of atmosphere during the game. Also, a general question:
What is there to do when I have a scenario in my mind and one of my players is getting...BORED?
Thank you again-Sigonan Dragomane
10   L A T E S T    R E P L I E S    (Newest First)
Sigonan Posted - 04 Feb 2005 : 11:47:52
Hmmmm!
A warming welcome indeed in the confines of Candlekeep!
I had to fight a technology dragon (a very dangerous creature that did not allow me to continue my studies here...Beware everyone).
So one more thing about my campaign is that I happen to have a variety of players...Meaning that two of them are seasoned role-players(and under DMs far better than this humble and inexperienced one), one that has only played against the artificial intelligence of a silicon golem (the PC games by Black Isle)and a fourth (fighter) who has never heard of such games...
I wouldn't dream of knowing or understanding what each and everyone desires...
Just as soon as I urge my priests to role play, my fighters get bored because they don't have any knowledge over the complexities of Religion in Faerun (no matter how hard I work in giving them info). On the other hand, fighting is not promoting my scenario far too much, thus...And besides, it would mean that I would have to give rewards (while I am trying to keep them poor so that they won't decide to build a manor and fortify themselves in there).
The need to have strange characters arose from the scenario itself:I had to justify some granted powers that were necessary (and fun for the players) for the fulfilment of the main quests.
Anyway, I thank most full-heartedly TCreek, the Laughing Wizard(I would exchange a few notes from my spellbooks with your permission...) as well as Kentinal, Hymn, Mareka and Vecna(that thing about villains:The scenario begun with peculiar and far too powerful villains, including a nasty lich with a powerful artifact that I wouldn't like to face myself...Other villains and necromancers are on the way.Very cool thought).
LaughingWizard Posted - 28 Jan 2005 : 12:35:05
Well Met!

I agree with what everyone has said above. Pacing is especially important. If a player is getting bored, throw in a wandering monster, (if appropriate). Players will soon learn to pay attention. (A DM I once had used to just throw a random die or two behind the screen, if there was outside talking going on. Very effective.)

As for creating atmosphere...try a loose style at first. Since you're new, you won't possibly be able to remember and incorporate all the nuances of the rules, use them as you learn them. When you're DMing well, there will be almost the same sort of flow in the game as there might be in a movie scene. Rely on that bench mark. It'll be a familiar feel to the players as well. The players' reactions will tell you how you're doing, adjust appropriately.

Also-very important-know thy material! If you can paraphrase descriptions to the players without refering to notes or reading the text verbatim, the "atmosphere" is much easier to create as you can adlib a little bit. Always remember to never rely on sight alone. Use all five senses in describing things to the players. Smell, Touch, Hearing, and Taste descriptions go a long way!

Something you might want to get ahold of is the old "Campaign Sourcebook and Catacomb Guide" TSR DMGR1 Accesory for the 2nd Edition. It contains all kinds of helpful advice for new DMs and players and is just the sort of thing you're needing. Check the sites www.rpgnow.com, www.svgames.com/tsr1106esd.html, and nobleknight.com for copies of out-of-print items.

Hope that helps, Happy Gaming. Wiz in the (Frigid) Northlands
Vecna Posted - 27 Jan 2005 : 23:28:30
create memorable villains..
it really hooks players to the game.
create a major villain. sort him out really well background, past traumas, hopes, fears and make him bane for the party for a long time .just like a chess game play from his point of view. consider his goals, his resources.
For example
a tribe of goblins attack the village,
heroes save the day.
heroes track the goblins to see where they come from.
and find their camp "on the run".
some "vile necromancer" chased them to the village.
(whom he was born and raised in the same village as an orphaned child. some child born from a sin.. they took the boy as an acolyte to the local chapel. when he found that "forbidden book" he learned about dark sorcery, but when the clergy found out about this, they burned the book, beated him to death, and casted him out, but he traveled long and far dreamed about becoming a wizard finally he recieved magical training and and came back for revenge..)
they find the cart of the necromancer (this can be very fearsome.. strolling through a dark and undead infested forest or some misty, murky swamp) , and after some good fight, they slay him (he has a flesh golem in the cart :) )
(so they think). and they find out that two goats who pull the cart are polymorphed humans. They must embark on a journey to the city to help these poor fellows.. to dispel this vile magic.
when they return to the village they find its ashes.. ruins
among them stands our "vile necromancer" raising their families, friends, mentors as mindless undead and orders them to attack them..
he leaves the scene laughing.. he has total victory (for today maybe:) ).. players must face their old mentors, friends, townspeople. and save their poor souls..

this a little example on how to focus on the major villain and make the adventure wrapped around him..this could go on and on..
this came to my mind instantly. it is a simple adventure. All you have to do is focus on the major villain. (for a while of course)

take care,
good gaming.
Mareka Posted - 27 Jan 2005 : 19:16:47
It also helps to know your setting and your NPCs really well. Then no matter what the players do, you'll know how to react.
TCreek Posted - 27 Jan 2005 : 14:26:50
Another rule that you might want to incorporate is no outside talking. That means everything you say either a) your character does or b) your character says. Sometimes, people get goofy or distracted and by going out of character it slows the game down.

Remember, it's not your ideas directly that is going to make the most memorable adventure, it's going to be the players' reaction to those thoughts.
Hymn Posted - 26 Jan 2005 : 23:26:28
Hmm, well I guess TCreek covered most of the said ideas I had on your questons for now Sigonan. So I just get down to greet you welcome to Candlekeep.
Alaundo Posted - 26 Jan 2005 : 22:51:18
Well met, Sigonan and welcome to Candlekeep.

I see thou hast been greated at the doors to Candlekeep already I'm sure many of our scribes will be along shortly to aid thee in the quest for knowledge and lore.

Enjoy thy stay.
TCreek Posted - 26 Jan 2005 : 20:41:53
Oo, other fun ideas is to keep the players wondering about certain things. For instance, finding a magic item that doesn't unleash it's power until the players figure it out. Don't just give them a +3 sword for nothing. Maybe it's encased in stone, and there is a riddle or something else that they must do first. Don't let them know what it will do. Maybe have a wand that activates when the PC says some sort of word.

I have just found that by always giving them something to wonder about, it helps create anticipation. Also, throw in some random variables, and also variables that mean absolutely nothing. That keeps them guessing. Hope that helps, nice to meet you!
TCreek Posted - 26 Jan 2005 : 20:24:43
quote:
Originally posted by Sigonan

Hello everyone!
This is my first posting so I would like to answer the kindness with which the dear Sages of the famous Candlekeep have bid us welcome.
My most sincere thanks to you.
I will begin with difficult questions:
I happen to DM a game with very strange characters and doing so, I am most times at a loss.You see it actually is my first time in pen and paper games, so I would really appreciate some advice aregarding the creation of atmosphere during the game. Also, a general question:
What is there to do when I have a scenario in my mind and one of my players is getting...BORED?
Thank you again-Sigonan Dragomane[/font=Andale Mono][/font=Arial]


Create an atmosphere: I almost always get a few soundtracks (CDs) that really fit the mood that you're trying to create. That has helped immensely. Don't just play whatever kind of song, every so often coordinate a song to a certain scene (you may have to put it on repeat). Also, other ideas that have worked well for me: Use props. Don't need to get dressed up(although you can!), but let's say they find a piece of paper on the ground. Actually give them a piece of paper. Or if they find a dagger, give them a toy dagger. These little things can help jog the memory.

Don't always sit in one place. Stand up, be dynamic. Change your voice for different characters. Do different things, like swing your hips, close one eye, whatever it takes to change the atmosphere. The more you sound like you on a regular day, the harder it will be for them to detach into the imaginary world. Think of actors, how their personality is still in the characters they portray, but they totally change their attitudes to make the watcher feel like they are seeing someone else.

Have them interact! Always give them choices. Put them in situations where they always can be active and thinking. Bored players come from people who don't think they can do anything at that time. Scenarios for characterization is always great, although some people just want to kill kill kill. Know what your players want, and don't ever try to force feed them. If they resist what you're throwing at them, either a)find a clever new way to introduce that idea or b) let it go. Fighting, although extremely fun, can get tedious and there can be other ways of totally entrhalling the players.

I remember writing an adventure and the players totally jacked it up. Instead of assassinating this person, they decided to tell that person that they were hired to assassinate that person and then decided to let him go. The rest of my adventure became improvised, and I had to think fast. Don't become too fixated on one possible outcome but don't spend all day trying to write every possible outcome. Some of the best adventures happen on the fly, when the characters do soemthing totally unexpected and the DM rolls with it.

Know your players. Try to get them involved. Give them all opportunities. That's just my 2 cents. I'm sure you'll get a lot of advice on this board. Take care and I hope this helps.
Kentinal Posted - 26 Jan 2005 : 19:44:54
Welcome.

As a new DM I would advise that one starts with standard Player Characters as oposed to strange ones, to reduce confusion. You need to understand the charater races and classes, the stranger they are the easier to make errors.

As for one player getting bored becomes a little hard. It depends on what the player wants to see, also it depends on how the other players feel about the game. If most are happy with way things are going, changing to suit the one player might make the others unhappy.

Talk to the player and find out what types of things the player wants to see, then decide if you wish to add any of those things, then talk to the other players and see how they would feel about you adding those elements that you believe can work with existing story that you are willing to add.

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