Alright! I just started my campaign and I'm a newbie ( Yay, the wonder of being a newbie! )and I need all your thoughts on this campaign, like if this is something that I should be doing or is it too much;
I began with my human rogue, half-elf rogue, drawlf wizard, and a human fighter, on a raft and then a storm hit them and they got stuck on this rainforest island. Which have everything that is going to kill them, like a murder of crows that eat everything that is weaker then them and if they feel attack, they merge together and become a big monster ( they meet that monster first when they got there. ) The wizard got kidnapped and was being carried to the crow nest to feed its brothers and sisters ( since he was fatties of them all [ no offence, he was just is ] ) and while they were fighting the crow monster, one of the wizard spells misfired and teleported the human rogue out of there. [ The player had to leave. ] So my two, unharmed players, the human fighter and the half-elf rogue, set out to help the wizard and then get out of the island [ which is the back of a giant great white shark, that they find out later on. ], then they have to find the last missing rogue, which could happen before they get off the island. When it was night time [ They were halfway to the nest, which is on a mountain. ], they had set up camp but then I had them roll for encounter and they got a unicorn that loves the test of humans, so yeeeaaaahhhh... The unicorn attacks them and then they roll a 20 on escape, which brings this big panda, like the size of a palm tree, with sharp teeth and long claws, to them and it picks up the unicorn and put it in its jaws and go away.
So they went back to sleep and the next day, they went to the mountain and the rouge got up there first but the crows notice him and send him flying down but thankfully he got the wizard and they both went flying down. [ The reason the crows didn't eat him up, is that they were calling all the other crows on the island to share all their meals, as it was dinner time. ] So they both went flying down, however, the fighter was at the bottom and he became their cushion and he didn't get that much injury since his armour is level 20 and they also landed on a soft palm tree. Then they set camp and the next day they found out that the island is on a shark back since the island was moving so they freak out and began to set their main goal to get off of this island. They tried to make a raft but they roll a 1 on it and so their vines to tides the woods together was very bad, so they saw this monkey that was playing with this super trough vine and so they kill the monkey to get the vine and food. However, their vines were not enough to tie their raft so hey had to find these special vines by using the monkey head to find the rest of its people and then find the vine since the vine would be near the monkeys. That is where we ended.
So! Dm's and whoever love D&D, tell me is that good for a beginning campaign? My players are new so we don't really know if its good or not but most of them like it. So whca think?
I think its a pretty solid beginning it takes practice to know if your doing good on your path for example I just played my campaign to cross the dangerlurks area its a big lake with a road that goes across it but there is three signal beacons and if the evil villain who is the ruler of the faydark lands throws a vorgonshmapple at the signal beacon before the characters can light the beacon by doing heal checks then it starts to rain and the water covers their path. I needed to look over this a couple of times before I could learn that the reason the whole thing was designed to work is that the three road paths are possible for the adventurers if they succeed to have a good beginning since the only way the fail is if the evil villain can succeed to put them on a bad path. and then if he adventurers had aimed for neither good or bad path for their fate maybe they could of tried for neural and just went around the lake.
so when I compare that to your high octane battle I just ask myself what path are you going for, good seems likely but what bad force are they battling against and what might happen if they ended up on a path that neither forces expect. so to answer your question I think its to early to tell if its a good beginning or a bad beginning but its never to early to be right in the middle of good and bad :)
If you're all having fun, then it is an excellent start! In the future, you might want to avoid having a player get kidnapped again (like the wizard this time around), because that often causes the kidnapped player to have to just sit and watch everyone else play until they're rescued. A good alternative is to have a friendly NPC get kidnapped instead.
I'm going to tell you the same thing I told my fiancee when she started DMing for our group: Don't worry about it.
Your players know you're new, you know your players are new, and with that there will be mistakes. Your first campaigns are going to be rough around the edges, they're going to have some issues with pacing, they'll have a lot of moments where you'll have to stop and look something up. Don't worry about how well you are doing, instead end each session with one or two questions. Those questions will be what you think was the best moment in the game and the most difficult moment in the game.
"So, how did you all like that fight with the Giant Panda?" "What did you think about the island being a giant shark?" Take their responses and just listen, don't change anything. After you ask that question for a number of sessions you'll get a feel for what they like and don't like. As well, you'll open up a dialogue with your players, they'll feel more comfortable expressing how they feel in, and about, the game. That's when you start changing things if you need to, once you have a feeling for all your players, and yourself as a DM.
Alright! I just started my campaign and I'm a newbie ( Yay, the wonder of being a newbie! )and I need all your thoughts on this campaign, like if this is something that I should be doing or is it too much;
I began with my human rogue, half-elf rogue, drawlf wizard, and a human fighter, on a raft and then a storm hit them and they got stuck on this rainforest island. Which have everything that is going to kill them, like a murder of crows that eat everything that is weaker then them and if they feel attack, they merge together and become a big monster ( they meet that monster first when they got there. ) The wizard got kidnapped and was being carried to the crow nest to feed its brothers and sisters ( since he was fatties of them all [ no offence, he was just is ] ) and while they were fighting the crow monster, one of the wizard spells misfired and teleported the human rogue out of there. [ The player had to leave. ] So my two, unharmed players, the human fighter and the half-elf rogue, set out to help the wizard and then get out of the island [ which is the back of a giant great white shark, that they find out later on. ], then they have to find the last missing rogue, which could happen before they get off the island. When it was night time [ They were halfway to the nest, which is on a mountain. ], they had set up camp but then I had them roll for encounter and they got a unicorn that loves the test of humans, so yeeeaaaahhhh... The unicorn attacks them and then they roll a 20 on escape, which brings this big panda, like the size of a palm tree, with sharp teeth and long claws, to them and it picks up the unicorn and put it in its jaws and go away.
So they went back to sleep and the next day, they went to the mountain and the rouge got up there first but the crows notice him and send him flying down but thankfully he got the wizard and they both went flying down. [ The reason the crows didn't eat him up, is that they were calling all the other crows on the island to share all their meals, as it was dinner time. ] So they both went flying down, however, the fighter was at the bottom and he became their cushion and he didn't get that much injury since his armour is level 20 and they also landed on a soft palm tree. Then they set camp and the next day they found out that the island is on a shark back since the island was moving so they freak out and began to set their main goal to get off of this island. They tried to make a raft but they roll a 1 on it and so their vines to tides the woods together was very bad, so they saw this monkey that was playing with this super trough vine and so they kill the monkey to get the vine and food. However, their vines were not enough to tie their raft so hey had to find these special vines by using the monkey head to find the rest of its people and then find the vine since the vine would be near the monkeys. That is where we ended.
So! Dm's and whoever love D&D, tell me is that good for a beginning campaign? My players are new so we don't really know if its good or not but most of them like it. So whca think?
I think its a pretty solid beginning it takes practice to know if your doing good on your path for example I just played my campaign to cross the dangerlurks area its a big lake with a road that goes across it but there is three signal beacons and if the evil villain who is the ruler of the faydark lands throws a vorgonshmapple at the signal beacon before the characters can light the beacon by doing heal checks then it starts to rain and the water covers their path. I needed to look over this a couple of times before I could learn that the reason the whole thing was designed to work is that the three road paths are possible for the adventurers if they succeed to have a good beginning since the only way the fail is if the evil villain can succeed to put them on a bad path. and then if he adventurers had aimed for neither good or bad path for their fate maybe they could of tried for neural and just went around the lake.
so when I compare that to your high octane battle I just ask myself what path are you going for, good seems likely but what bad force are they battling against and what might happen if they ended up on a path that neither forces expect. so to answer your question I think its to early to tell if its a good beginning or a bad beginning but its never to early to be right in the middle of good and bad :)
Thanks for it, that is my first campaign. I just hope it's not too much for my friends.
If you're all having fun, then it is an excellent start! In the future, you might want to avoid having a player get kidnapped again (like the wizard this time around), because that often causes the kidnapped player to have to just sit and watch everyone else play until they're rescued. A good alternative is to have a friendly NPC get kidnapped instead.
I'm going to tell you the same thing I told my fiancee when she started DMing for our group: Don't worry about it.
Your players know you're new, you know your players are new, and with that there will be mistakes. Your first campaigns are going to be rough around the edges, they're going to have some issues with pacing, they'll have a lot of moments where you'll have to stop and look something up. Don't worry about how well you are doing, instead end each session with one or two questions. Those questions will be what you think was the best moment in the game and the most difficult moment in the game.
"So, how did you all like that fight with the Giant Panda?" "What did you think about the island being a giant shark?" Take their responses and just listen, don't change anything. After you ask that question for a number of sessions you'll get a feel for what they like and don't like. As well, you'll open up a dialogue with your players, they'll feel more comfortable expressing how they feel in, and about, the game. That's when you start changing things if you need to, once you have a feeling for all your players, and yourself as a DM.