So, during the time that I have been a DM, I've ran into some problems. Here are a few. I'm also including a bunch of other random problems.
The adventure I played said that they could continue on the path or venture into the forest. My party wanted to head back to the tavern, when there was no tavern. What should I do?
I made an adventure, and my friend told me everything that I needed. Though most adventures take 3-6 hours, mine took 2 minutes. Any ideas on how to make a longer, more detailed adventure?
How do you apply adventures, experience, and new items to the online campaign menu in D&D beyond?
Comment down below if you have any other problems.
Well, the Campaign Manager is not fully fleshed out yet, so you can really only put stuff in the notes spaces.
As for your players wanting to go to a tavern, if they are near a town I'd let them go to the town only to find that there is no tavern there. Or if they are not you might suggest that it is common sense that taverns are in or near towns, and that paths generally lead to towns.
1. If the party wanted to head back to town, you could always have them roll a skill check (nature/survival/etc) or consult a map as a measure of how far away they are. "You are able to determine that it will be a 6 days walk to the nearest tavern in <VILLAGE NAME>."
2. If your adventure only took 2 minutes, something drastically wrong has occurred - though I'd imagine that there's a lot more to this story which would help us provide feedback. It may help if you organize an adventure framework before filling in the details:
Determine the reason why the party is together
Introduce an adventure hook to get them started
Provide resistance to meeting their goals
Create a prerequisite before success can be had
Throw in a plot twist
Big ending battle
Reward adventurers
++ Have them discover an even LARGER hook that their adventure was only a small part of.
Once you have a framework in place, you can begin filling in the details with battle/social encounters, puzzles, stealth, etc. You shouldn't have any issue providing a 3 hour adventure with the above. Always remember to have a few backup ideas in case the adventurers swing a hard left towards unexpected decisions.
3. Items and experience can be added to character sheets individually via edit. Adventure content can only be added to 'Notes' in the campaign at the moment. This will be improved upon as development continues.
The adventure ending in like two minutes sounds really bad. There was obviously something intrinsically wrong, but there is multiple things it could have been.
Look at a published adventure, either run it or just look at it for an idea of how an adventure should look. You won't have to do anywhere near as much writing as it in preparation, but it's a good guideline for how to plan anticipating what the party may choose to do. Lost Mine of Phandelver from a starter set is a good shout.
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So, during the time that I have been a DM, I've ran into some problems. Here are a few. I'm also including a bunch of other random problems.
The adventure I played said that they could continue on the path or venture into the forest. My party wanted to head back to the tavern, when there was no tavern. What should I do?
I made an adventure, and my friend told me everything that I needed. Though most adventures take 3-6 hours, mine took 2 minutes. Any ideas on how to make a longer, more detailed adventure?
How do you apply adventures, experience, and new items to the online campaign menu in D&D beyond?
Comment down below if you have any other problems.
Well, the Campaign Manager is not fully fleshed out yet, so you can really only put stuff in the notes spaces.
As for your players wanting to go to a tavern, if they are near a town I'd let them go to the town only to find that there is no tavern there. Or if they are not you might suggest that it is common sense that taverns are in or near towns, and that paths generally lead to towns.
Ah sounds good. Thanks!
1. If the party wanted to head back to town, you could always have them roll a skill check (nature/survival/etc) or consult a map as a measure of how far away they are. "You are able to determine that it will be a 6 days walk to the nearest tavern in <VILLAGE NAME>."
2. If your adventure only took 2 minutes, something drastically wrong has occurred - though I'd imagine that there's a lot more to this story which would help us provide feedback. It may help if you organize an adventure framework before filling in the details:
Once you have a framework in place, you can begin filling in the details with battle/social encounters, puzzles, stealth, etc. You shouldn't have any issue providing a 3 hour adventure with the above. Always remember to have a few backup ideas in case the adventurers swing a hard left towards unexpected decisions.
3. Items and experience can be added to character sheets individually via edit. Adventure content can only be added to 'Notes' in the campaign at the moment. This will be improved upon as development continues.
Thank you Sledge. This should help. I'll apply this to more adventures that I make.
The adventure ending in like two minutes sounds really bad. There was obviously something intrinsically wrong, but there is multiple things it could have been.
Look at a published adventure, either run it or just look at it for an idea of how an adventure should look. You won't have to do anywhere near as much writing as it in preparation, but it's a good guideline for how to plan anticipating what the party may choose to do. Lost Mine of Phandelver from a starter set is a good shout.