Mostly I have just one question, and it is as follows:
I am getting a group together of I think 4 players. One has played once, one has played a decent amount, one has never played, and the other has played for like 10 minutes. I have the starter adventure "Lost Mine of Phandelver", and am wondering if I should use it, make my own adeventure up as I go (via world building which I can be darn good at sometimes), or use my own custom-made already-set adventure pair "The Jade Scimitar" and "The Archmages of Ifnanafar". I would appreciate an answer, so yeah.
Whichever you think you'll like better. I, personally, have never really had fun playing around in what I see as someone else's playground, so I have homebrewed an entire campaign setting and won't be including any adventures that WotC have published unless the players want to run a few from Tales of the Yawning Portal (which would all be set on a continent that the main game doesn't take place on, so as to keep it separate from the stuff going on in the Prime Campaign). However, I know there are plenty of DMs who like the published adventures and playing around in the settings already created for the game system.
Yeah, right now I'm leaning towards a none-Wizard's made campaign, but I can't quite decide between my personal one or a world-building one. Honestly I'll probably world-build b/c the one I custom-made "The Jade Scimitar" is part 1 in a 5 part campaign, and that would take some work. I started pt. 3, "The Place of No Retrieval", but because the adventure gets increasingly more complicated (and because I've had to make quite a bit of homebrew for it [just look at the stuff that begins with Faar and Ifnanfar in the homebrew monsters area]). So yeah.
I personally started with LMoP, i think its great for a new dm to kimd of teach you the ropes. Honestly about midway thru chapter 2, about four sessions in I was comfortable and started turning it into my own thing from there. It worked because I had a foundation built and just expanded
I see what you mean, but again, I'm thinking an open world is just better for the type of people I'm working with, who have little experience, and are definitely the kind of people who would just go do their own thing anyways. I would be willing to bet that the players would completely ignore the "Goblin Arrows" hook, leave Phandalin after getting their reward, and just go see what was around, and I'd be back to square one. Thanks for the help, those who posted, I think I've got a good hold now.
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Mostly I have just one question, and it is as follows:
I am getting a group together of I think 4 players. One has played once, one has played a decent amount, one has never played, and the other has played for like 10 minutes. I have the starter adventure "Lost Mine of Phandelver", and am wondering if I should use it, make my own adeventure up as I go (via world building which I can be darn good at sometimes), or use my own custom-made already-set adventure pair "The Jade Scimitar" and "The Archmages of Ifnanafar". I would appreciate an answer, so yeah.
My vote goes to making it up as you go along, but I'm definitely biased and subjective.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Whichever you think you'll like better. I, personally, have never really had fun playing around in what I see as someone else's playground, so I have homebrewed an entire campaign setting and won't be including any adventures that WotC have published unless the players want to run a few from Tales of the Yawning Portal (which would all be set on a continent that the main game doesn't take place on, so as to keep it separate from the stuff going on in the Prime Campaign). However, I know there are plenty of DMs who like the published adventures and playing around in the settings already created for the game system.
Yeah, right now I'm leaning towards a none-Wizard's made campaign, but I can't quite decide between my personal one or a world-building one. Honestly I'll probably world-build b/c the one I custom-made "The Jade Scimitar" is part 1 in a 5 part campaign, and that would take some work. I started pt. 3, "The Place of No Retrieval", but because the adventure gets increasingly more complicated (and because I've had to make quite a bit of homebrew for it [just look at the stuff that begins with Faar and Ifnanfar in the homebrew monsters area]). So yeah.
Anyone else have an opinion?
I personally started with LMoP, i think its great for a new dm to kimd of teach you the ropes. Honestly about midway thru chapter 2, about four sessions in I was comfortable and started turning it into my own thing from there. It worked because I had a foundation built and just expanded
How do you get a one-armed goblin out of a tree?
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I see what you mean, but again, I'm thinking an open world is just better for the type of people I'm working with, who have little experience, and are definitely the kind of people who would just go do their own thing anyways. I would be willing to bet that the players would completely ignore the "Goblin Arrows" hook, leave Phandalin after getting their reward, and just go see what was around, and I'd be back to square one. Thanks for the help, those who posted, I think I've got a good hold now.