So I'm making a sandbox like campaign where the party has a general quest line but can literally do whatever they want. Any suggestions or advice for this game? looking for some off the wall stuff to add into this game.
Advice for first time DM
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Swords are metaphors for penises.
I recommend you do a pre-game brainstorm to figure out how the PCs know each other and why they're hanging out at all.
As of now i have a quest to find and kill a lich who made an undead legion and is attacking some towns. thus the party goes to kill it but cannot find the phylactery. they go all over the place to try to find it only to discover the lich's phylactery is another lich, its wife. the reason for the attacks was to be reunited. they can kill both of them or let them be happy idc which.
start and end the campeign with quests involving killing dire rats. Even if the final boss is like a wererat wizard with his army of awakened dire rat fighters.
i assumed to do as much haha. I was going to show them the map ask them where they're from and ask them why they are where the game starts "in that tavern place there with the bomb ass chili". basically its going to be a rather large party so I'm asking for anything that will make the game fun and somewhat challenging
So basically...?
Yes, but I don't know what that is.
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In doing my first real campaign, after running some danger rooms with vets. My characters are all first time players.
First is listen to Nerd Poker, Sark is an incredible DM and I learned a lot about how to set up a campaign from him. Dangle a lot of plot threads but have a goal. They all need to come back to that goal eventually, but your PC's will grab one of those threads and decide for them selves what adventure you're running for the next few sessions.
create ways for the plot to get back on track. If a scenario is taking forever speed it up. You're a shepherd to a flock of well armed sheep, they'll eventually find their way but it helps a lot to open a couple gates. Once again Sark is great at this and helped a lot.
Its easier if your party is wholly evil or good. My PCs went evil and I explained at the beginning that it would be sweet if they wouldn't kill everybody they came across, and I give pretty nice xp for savvy swindling or power grabs. Telling them exactly how much xp they got for a clever move encourages other players to try and think sneaky to represent evil. More underhanded and tyrannical than psychotic and blood crazy.
Notes, names, and a thorough mental fleshing out of the world is important. You gotta be able to explain how stuff works and reward good roleplaying in the setting.
nice! thanks for the advice ill have to check that guy out. and ill have to detail my plans a bit more thoroughly now to make sure they follow the few quests i have planned out.