I've been thinking bout running a game for my friends at my school and I need to prep for it. Problem is, I'm inexperienced and never have prepped an adventure. Any Tips?
Rollback Post to RevisionRollBack
Hi. I'm a 14 year old student looking to play D&D. If you don't have a problem with me, I would gladly join your session!
Start big then go really small. I like to have an overall idea on where I want the adventure to go before starting. Then fill in the blanks from point A to B. Think these things first: Where are the players going to start? Whats happening in that place? How do I get them to work together? And finally, whats going to propel them forward? Hope this helps.
Keeping it loose and having resources for improv available will help most people more than trying to plan out every teeny tiny thing, since players tend to go their own way, and it can be frustrating to have a ton of prep that never gets touched.
I agree with a couple comments above. Have the Monster Manual handy. Think of a few common enemy types that would be present in your area. Think of a few general things you’d find in a town and have details for those (law, stores). It can help to have a few basic maps on hand. Try to spread prep out through your downtime so you aren’t rushing to have something ready day of.
I’d recommend having a number of story outlines, using whatever outline format you’re comfortable with. I tend to use bullet points, but others go with story webs. It gives you a brief run through of basic essential details, kind of like giving a presentation.
You want to avoid overwhelming yourself with prep to the point you never feel ready to play. I know someone who’s been so fastidiously trying to prep for a campaign that we haven’t played in a year, and idk if we ever will. I really recommend reading some tips for improv theatre, actually. You can prep a bunch of stats and have cards for probable NPCs/enemies on hand, but if you’re running a more sandboxy campaign, improv is invaluable.
First: Hey! It is great the you built/found a group to enjoy the game with. :happy dance:
I'll mirror what some of the others said so far. Start small. Have a session Zero where you kind of outline what you want to do in a game, and the players build their PCs with the group. At this time, listen to their banter as as they try to develop characters, ask them questions, and take some small notes so you don't forget the answers about their PC. First Session, for me with a brand new group of brand new players is very simple and very railroad. "This is the town. This is the Crypt outside of town. There is a rumor of a unnatural force disturbing the peace of the dead there. The locals would like to pay you to go in and figure out what is going on, and if you can end it." IMEX, sandboxing a starting sequence with new players is very hard, and some direction when starting out is just helpful, like bumpers in bowling.
Rules: Read as much as you can of the rules, and make sure that the Players have access to the Basic Rules available before the game begins. That said, talking through how and what to roll will come up so breathe easy and take time working through what you want the players to know how to do.
Last: Remember to have fun, and be willing to make mistakes and learn from them.
hey im having some trouble too so if any one wants to help out i just need some more advanced tips i do have a little adventure going but i need to figure out how to get my players better loot
sultan123: Do you have any areas coming up in the adventure that would be good for raiding after it's been conquered/de-trapped/cleared out?
An old fortress taken over by bandits with a storeroom of their loot
the magical study of a warlock/sorcerer/wizard (if you're at a point where magical items can come into play without breaking early play a little)
Once in a one-shot we were hired by a local collector, a former adventurer himself who was too old and injured to do it, to defeat bandits who were raiding the town. Enough rapport with him let us choose something from his collection in addition to the gold reward when we were finished.
You could do a "Fantasy Costco" or "Fantasy Gatchapon"-like concept a la The Adventure Zone, where a merchant of some sort is available to the party on a regular basis, or if they work for some organization they can be rewarded directly (like the collector who opened his collection to my party).
If someone is a Warlock, their patron could possibly be involved somehow.
Add in bonus puzzles for safes. These could purposefully be harder and grant greater rewards, depending on how into puzzles your party is. I enjoyed this aspect of the Dishonored vg series.
Basically, find good in-story places for loot where loot would be, and put fun stuff you'd want them to have there.
My Macro Story; The several different goblin factions are planning to bring back their old Goblin Lord (BBEG) that has been resting in an ancient city for thousands of years.
My Micro Story; Players have just arrived on this continent on the same passenger boat. They introduce themselves and start solving a mystery spurred on in the town they have just arrived in.
Villians
Aemulus, He Who Challenged the Gods: BBEG, Fought avatars of the gods to try to save his kingdom. Now he wants to get back at the gods, no matter the cost
General Taur: General of Goblin Army, minor villian
Thorva Wildthorn: Human Rouge who gets intel to Taur. Minor Villian
Arwid Iolkirson: Captian of a Goblin ship called the Emerald Arrow that raids many towns. Minor Villian
Rollback Post to RevisionRollBack
Hi. I'm a 14 year old student looking to play D&D. If you don't have a problem with me, I would gladly join your session!
To post a comment, please login or register a new account.
I've been thinking bout running a game for my friends at my school and I need to prep for it. Problem is, I'm inexperienced and never have prepped an adventure. Any Tips?
Hi. I'm a 14 year old student looking to play D&D. If you don't have a problem with me, I would gladly join your session!
Start big then go really small. I like to have an overall idea on where I want the adventure to go before starting. Then fill in the blanks from point A to B. Think these things first: Where are the players going to start? Whats happening in that place? How do I get them to work together? And finally, whats going to propel them forward? Hope this helps.
Your first choice is to either run a published adventure, or make your own.
If you opt to run a published adventure you need to familiarize yourself with the material beforehand.
If you want to run your own then as said above, have a big idea about your world, the macro story. A fading empire for example.
Then decide on the micro story, I like to start with something apparently innocuous, then build out from there.
Think of a few NPCs, I find the back of the Monster Manual handy for a quick build for stats.
Sketch a rough map of a corner of your world, decide on a reason for the party to go from point a to point b.
Add in a few bad guys along the way. Give them a reason to be there.
I aim for at least one combat per session.
Keeping it loose and having resources for improv available will help most people more than trying to plan out every teeny tiny thing, since players tend to go their own way, and it can be frustrating to have a ton of prep that never gets touched.
I agree with a couple comments above. Have the Monster Manual handy. Think of a few common enemy types that would be present in your area. Think of a few general things you’d find in a town and have details for those (law, stores). It can help to have a few basic maps on hand. Try to spread prep out through your downtime so you aren’t rushing to have something ready day of.
I’d recommend having a number of story outlines, using whatever outline format you’re comfortable with. I tend to use bullet points, but others go with story webs. It gives you a brief run through of basic essential details, kind of like giving a presentation.
You want to avoid overwhelming yourself with prep to the point you never feel ready to play. I know someone who’s been so fastidiously trying to prep for a campaign that we haven’t played in a year, and idk if we ever will. I really recommend reading some tips for improv theatre, actually. You can prep a bunch of stats and have cards for probable NPCs/enemies on hand, but if you’re running a more sandboxy campaign, improv is invaluable.
First: Hey! It is great the you built/found a group to enjoy the game with. :happy dance:
I'll mirror what some of the others said so far. Start small. Have a session Zero where you kind of outline what you want to do in a game, and the players build their PCs with the group. At this time, listen to their banter as as they try to develop characters, ask them questions, and take some small notes so you don't forget the answers about their PC. First Session, for me with a brand new group of brand new players is very simple and very railroad. "This is the town. This is the Crypt outside of town. There is a rumor of a unnatural force disturbing the peace of the dead there. The locals would like to pay you to go in and figure out what is going on, and if you can end it." IMEX, sandboxing a starting sequence with new players is very hard, and some direction when starting out is just helpful, like bumpers in bowling.
Rules: Read as much as you can of the rules, and make sure that the Players have access to the Basic Rules available before the game begins. That said, talking through how and what to roll will come up so breathe easy and take time working through what you want the players to know how to do.
Last: Remember to have fun, and be willing to make mistakes and learn from them.
hey im having some trouble too so if any one wants to help out i just need some more advanced tips i do have a little adventure going but i need to figure out how to get my players better loot
sultan123: Do you have any areas coming up in the adventure that would be good for raiding after it's been conquered/de-trapped/cleared out?
Basically, find good in-story places for loot where loot would be, and put fun stuff you'd want them to have there.
They cleared a dungeun but i still need to get better loot i can pm you what has happened so far
If you're looking for help in the thread, it might do to post a short recap here!
My Macro Story; The several different goblin factions are planning to bring back their old Goblin Lord (BBEG) that has been resting in an ancient city for thousands of years.
My Micro Story; Players have just arrived on this continent on the same passenger boat. They introduce themselves and start solving a mystery spurred on in the town they have just arrived in.
Villians
Aemulus, He Who Challenged the Gods: BBEG, Fought avatars of the gods to try to save his kingdom. Now he wants to get back at the gods, no matter the cost
General Taur: General of Goblin Army, minor villian
Thorva Wildthorn: Human Rouge who gets intel to Taur. Minor Villian
Arwid Iolkirson: Captian of a Goblin ship called the Emerald Arrow that raids many towns. Minor Villian
Hi. I'm a 14 year old student looking to play D&D. If you don't have a problem with me, I would gladly join your session!