SO basically, the long and short of it is, i have never played d&d before, i know the game and what happens, i have been drated in to help/write a player with a campaign, I came in as the ideas man, i created a world, with some help, with lore, politics, social issues etc, anyway, we have a kinda living breathing world with a story formed, pretty certain i have covered most things that could come up there lore wise or interaction wise
The major question i have i how much info should i give the DM, by this i mean should i pretty much write as many descriptions and opening conversations as i can, or should i make it a small description of the npc and leave it up to the dm to fill in, i know each dm is different and have different preferences, but for example in the opening when the party comes round (in this example), would write the whole opening speech or just bullet point it ?
I guess i assume as much detail as possible is the right move, if i give full description of characters and things they do and say then a dm can use them or ignore them, but i don't want the important stuff to be missed in a wealth of info, things like background songs in a tavern alluding to future events
any help is much appreciated as to the level of detail that normally works
What about asking the DM how much info they want? Maybe they want a speech written, maybe they want bullet points about the character's personality and will do the rest.
SO basically, the long and short of it is, i have never played d&d before, i know the game and what happens, i have been drated in to help/write a player with a campaign, I came in as the ideas man, i created a world, with some help, with lore, politics, social issues etc, anyway, we have a kinda living breathing world with a story formed, pretty certain i have covered most things that could come up there lore wise or interaction wise
The major question i have i how much info should i give the DM, by this i mean should i pretty much write as many descriptions and opening conversations as i can, or should i make it a small description of the npc and leave it up to the dm to fill in, i know each dm is different and have different preferences, but for example in the opening when the party comes round (in this example), would write the whole opening speech or just bullet point it ?
I guess i assume as much detail as possible is the right move, if i give full description of characters and things they do and say then a dm can use them or ignore them, but i don't want the important stuff to be missed in a wealth of info, things like background songs in a tavern alluding to future events
any help is much appreciated as to the level of detail that normally works
Thanks
You could always start with the bullet points and flesh them out more on a separate document. That would give you both options if you are worried about it. The general description is typically closer to what you get from the published modules, but they will drill down on personality traits that are very important for the character. Part of the replayability of a module can come from the different DMs' interpretation of the different characters in addition to their idea of where creatures are located. I ran LMoP for a group (with the intent to move into Storm King's Thunder... it was what I had prepared when I began with this group) and they had already played it. Their DM decided that he was going to metagame the opening battle and decided to fire some arrows over the horses, apparently where he though the goblins would be hiding. However, the tiles that I had used for the map had a bridge that the party had to come over and that was where I had the goblins hiding. Between that difference and the fact that I had beefed up the encounters because of the number of players that I had in this group, he soon gave up on trying to metagame since our interpretation of where things were, how many creatures were involved, and what types of creatures might be among their number were significantly different. Even doing something as simple as using the max hp instead of the average hp can change an encounter, in addition to the different tactics that different DMs will use.
So you and the DM have worked to create a world/environment.
I'd say give the DM outlines/bullet points on major areas, but then add detail if the party gets closer/involved in those areas.
Something to bear in mind, since you helped build the world, how you view it, and the DM views it may still be at odds, so communication/feedback will be important.
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"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
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SO basically, the long and short of it is, i have never played d&d before, i know the game and what happens, i have been drated in to help/write a player with a campaign, I came in as the ideas man, i created a world, with some help, with lore, politics, social issues etc, anyway, we have a kinda living breathing world with a story formed, pretty certain i have covered most things that could come up there lore wise or interaction wise
The major question i have i how much info should i give the DM, by this i mean should i pretty much write as many descriptions and opening conversations as i can, or should i make it a small description of the npc and leave it up to the dm to fill in, i know each dm is different and have different preferences, but for example in the opening when the party comes round (in this example), would write the whole opening speech or just bullet point it ?
I guess i assume as much detail as possible is the right move, if i give full description of characters and things they do and say then a dm can use them or ignore them, but i don't want the important stuff to be missed in a wealth of info, things like background songs in a tavern alluding to future events
any help is much appreciated as to the level of detail that normally works
Thanks
What about asking the DM how much info they want? Maybe they want a speech written, maybe they want bullet points about the character's personality and will do the rest.
You could always start with the bullet points and flesh them out more on a separate document. That would give you both options if you are worried about it. The general description is typically closer to what you get from the published modules, but they will drill down on personality traits that are very important for the character. Part of the replayability of a module can come from the different DMs' interpretation of the different characters in addition to their idea of where creatures are located. I ran LMoP for a group (with the intent to move into Storm King's Thunder... it was what I had prepared when I began with this group) and they had already played it. Their DM decided that he was going to metagame the opening battle and decided to fire some arrows over the horses, apparently where he though the goblins would be hiding. However, the tiles that I had used for the map had a bridge that the party had to come over and that was where I had the goblins hiding. Between that difference and the fact that I had beefed up the encounters because of the number of players that I had in this group, he soon gave up on trying to metagame since our interpretation of where things were, how many creatures were involved, and what types of creatures might be among their number were significantly different. Even doing something as simple as using the max hp instead of the average hp can change an encounter, in addition to the different tactics that different DMs will use.
So you and the DM have worked to create a world/environment.
I'd say give the DM outlines/bullet points on major areas, but then add detail if the party gets closer/involved in those areas.
Something to bear in mind, since you helped build the world, how you view it, and the DM views it may still be at odds, so communication/feedback will be important.
"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"