First RPG Ever

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Plaag
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Post by Plaag »

serleran wrote:
In my opinion, the best for this is Morrowind. I would avoid the others (EverQuest and World of Warcraft) because they hinge on the d20 system, which, I am not ashamed to say, is not a good game for new players.

Wait, there is a pnp rpg game for Morrowind? There a link someplace my googlefoo can't find?

ShaneG.

serleran
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Post by serleran »

No, but the books on the computer game can be used as they have incredible maps, and detail every adventure. It is not hard to take the Morrowind strategy guide, for example, and treat it like a RPG campaign setting - that was my point. Other CRPGs (EQ and WoW, for example) are game system dependent.

Firefall
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Post by Firefall »

ToddPBC wrote:
Where can I find some inexpensive miniatures for our characters?

The cheapest quality minis you can get are plastic scale model soldiers. 1/72 scale tends to give you a better selection. You can get anything from Greeks and Romans to Sherwood Forest to Crusaders to 100 Years War figures in that scale. Cheap, real cheap. Check out a hobby shop, or Google Squadron online.

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Post by Treebore »

Do you have a printer? Some card stock to print onto? If so, or can take a burned CD to Kinko's and have them do it, download these free paper tokens. I have bought their CD's and they are great for printing out and using at your table, or using for on line games as digital tokens.
http://www.fierydragon.com/downloads/castle_shadow.pdf
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Treebore
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Post by Treebore »

Oh, and the Fat Dragon stuff is sweet. I have printed out way too much as it is, and want to print out way too much more! Plus assembling the 3d models are fun!
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

ToddPBC
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Post by ToddPBC »

Can I just say that preparing for our first session has been consuming my life lately? It's not because it's so overwhelming, but because I'm constantly thinking up new ways to expand beyond the Rising Knight module, taking the players from Malforten to Yggsburgh.

The campaign is going to start with a simple bar fight in Hrueset where they'll connect with Aerich, a level 1 ranger/bounty hunter type. They'll be facing:
Ruffians x4 (0 level human commoners, HP: 2, AC 10, EXP. 5, dinner knife 1d2, BtH -2 due to being slightly intoxicated)

Alym the ruffian "leader" (0 level human commoner, HP: 4, AC 12,EXP. 10, shortsword 1d6)


After the constable and his guards show up to haul off the riff-raff, he'll tell them about the trouble in Malforten and suggest they head that way. They'll have the option to join forces with Aerich (I'm pretty much going to shove it down their throat) to help take out Griznat.

I can't wait for tomorrow night!
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cinderblock
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Post by cinderblock »

Have fin with that! Sounds like you've been bitten by the gaming bug. One word of advice though, try not to be too heavy-handed with the NPC. Make sure that their characters do the bulk of the fun stuff and just use him when your players might be stumped or didn't think of something that could be important that way they get to feel their characters actions matter.

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Post by ToddPBC »

Since this is my first CK'ing and RPG'ing gig, how do you handle travel? How do you know how long stuff should take? How do you RP walking? Camping? Foraging for food? How do you make "commuting" exciting for the players aside from random encounters?
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Buttmonkey
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Post by Buttmonkey »

ToddPBC wrote:
Since this is my first CK'ing and RPG'ing gig, how do you handle travel? How do you know how long stuff should take? How do you RP walking? Camping? Foraging for food? How do you make "commuting" exciting for the players aside from random encounters?

I usually hand-wave travel. By that I mean that I don't have the players go through the tedium of explaining how they forage for food, etc. If the trip will take a while, I will ask them to describe how they are goind to make camp, who will stand guard at night, etc. I would also have them specify their marching order while traveling. That way, if there is going to be an encounter, you have them locked into their defensive positions before knowing for sure there is going to be a fight. Also, it will add a little to the tension if they aren't sure whether there will be a fight on the road ahead of them. Once those details are set, I just tell them (a) they arrive at their destination without incident, or (b) that they have an encounter while they are traveling.
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Aramis
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Post by Aramis »

ToddPBC wrote:
Since this is my first CK'ing and RPG'ing gig, how do you handle travel? How do you know how long stuff should take? How do you RP walking? Camping? Foraging for food? How do you make "commuting" exciting for the players aside from random encounters?

rule #2- Just wing it. There is information about how much distance per day for various modes of transportation in various old AD&D books. Just taking a wild guess (don't have my books): man with pack 15 miles/day. man with horse on road 30-45 miles per day? Half that through forest or plains, even less for hills and mountains

By the way, on a somewhat related note, if you ever see an old copy of the 1st edition Dungeon Master's Guide

[img]
http://upload.wikimedia.org/wikipedia/e ... 4Cover.jpg

[/img]

for a few bucks in a used bookstore, you would do well to pick it up. It is a treasure trove of interesting information about various aspects of the game.

You don't need to role play every moment. Look at how a novel works. The author just writes up the scenes that have some interest to the story. Otherwise, he writes "the party travelled for three days without incident, and found themselves at the foot of the brooding presence of Mount Doom"

Don't get too hung up on "random" encounters. If you think a certain encounter would be fun, or further the story, just put it in. If an encounter seems lame, or too difficult, change or remove it as you see fit.

And these encounters need not all be combat oriented. They might also find someone's lost dog. Who's is it? Why is it alone in the woods? Or they might come across a friendly hermit who is more than he appears, and so on.

Also, this session (your first) will be a good opportunity for you to inculcate the basics of adventuring into your young charges. They must learn to: post guards at night, maybe have a stealthy character scout ahead for danger, have someone check all found chests for traps, it's better for a healer character to spend a round healing a fallen comrade (bringing another sword back to the fight) than for that cleric to do a melee attack himself (generally), it is a good idea to target enemy magic users first, and so on.

These will come with experience obviously, but it is a good idea for you, in the first number of sessions to either gently hint towards some of these things, or let the players fail at some of it and then _NOT KILL THEM FOR IT_ right away
The first few sessions should be viewed more as practice. Let them get a feel for what they need to do before you wipe them out. If an attack "kills" them, have it knock them out instead. They wake up and their sword and shield have been stolen by the goblins they were fighting.

Be especially careful using enemy magic users against your party early on, as they can wipe them out rather easily (the 1st level spell sleep, for example, could put your entire party to sleep (unless they are elves) and there would be no saving throw.

It might not be a bad idea to give the characters maximum hit points at first level. Furthermore, there is a long tradition in fantasy role playing for parties (especially lower level, under staffed ones, like yours) to hire NPCs (non player characters) as henchmen. You can even allow them to each control one of the henchmen (thereby a bit different than the "Aragorn" type ally mentioned in your message). This will allow you to:

1) flesh out the weak spots of the party, a healer, mage, more fighting up front

2) allow the player's to roleplay the recruitment of the henchmen

3) allow you to hurt the party without wiping out the players right off (by having the henchmen absorb some of the damage)

henchmen usually join for a share of the treasure (and experience points).

Good luck with it. I hope this is a long ride for all of you
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Post by LordSeurek »

Welcome ToddPBC. If you would like to 'sit in' on an online game, you are more than welcome to listen to my game which is close to finishing. Here is my thread:
http://www.freeyabb.com/phpbb/viewtopic ... llordgames

You will need SKYPE to listen in. A free web program we use to talk to each other online. My SKYPE name is lordseurek. Feel free to add me.

L.S.
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Treebore
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Post by Treebore »

So how did the game go, Todd?
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

ToddPBC
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Post by ToddPBC »

Sorry...it's been a crazy couple of weeks.

Honestly, the game didn't go that well. My unfamiliarity with the rules, the lack of initiative to roleplay or make decisions from the two players and a poor understanding of how to guide them led to a disappointing first outing.

The boys were excited and had fun I think. They started to realize some of the weaknesses of their characters, but both are willing to stick with them and learn more.

I realized that I'm going to have to set a high-energy, roleplaying example if anything worthwhile is going to happen. My NPCs are going to have lead a lot more than NPCs should lead. I'm going to have to make suggestions as to what they should do. What they should ask. Hopefully, they'll learn in time.

I was a little discouraged, but I've reworked the beginning of the story and have spent time familiarizing myself with the bigger rules and the monsters the heroes will be facing in their quest so I don't have to refer to the guides as frequently. Oh, and I bought some more dice. Sharing slows things WAAAY down.

I'm excited to try again this weekend. But I'm recognizing that CK'ing before ever playing a pen and paper game as a player may be more than I can handle.

Any tips?
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Post by serleran »

As a first time CK, you might consider a little "railroading." That is, get the players into a situation that you control, where they have few options to get themselves out, but still exist. One example is the old classic - "You awaken in a strange place. Cold floor, stone, and it is very dark. In the distance, you hear screaming and what sounds like pleading. As you come to the fullness of your senses, you realize you are naked... and in chains."

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Post by dachda »

Todd,

I haven't CKed for about 6-7 years, so two months ago when I convinced my friends they wanted to play C&C, I was feeling very rusty. One resource I found was www.RPGMP3.com. A british guy, his wife and some friends starting doing audio recordings of their game sessions and posting them on-line. Listening to them playing and having a good time, showed I was doing okay myself as a CK. That might help you too. Plus the accents are marvellous. Love hearing kobold pronounced with a Yorkshire accent! On one tape they try Mountain Dew for the first time ever, to keep up with their American RPG counterparts. Funny stuff. The woman who plays is obviously the newest to RPGs, so it's nice to hear how they all encourage her, never dismissing her ideas, even if they don't make sense or don't work with the rules. The only bad part, after listening is wishing I had such great players myself.

If you check it out, tell us what you think.
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ToddPBC
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Post by ToddPBC »

I actually checked out one of the mp3s on that site and that's what inspired some of my thinking. The CK (or DM or whatever) got into it so his players got into it. I was pretty low-key and I think it affected the entire session. If I've got a lot of energy and excitement (even if I'm faking) perhaps my players will. If I get creative with what my monsters do, perhaps they will.

My only criticism was it took far too long for them to get started and there was an annoying loud guy who hurt my ears.
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dachda
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Post by dachda »

ToddPBC wrote:
My only criticism was it took far too long for them to get started and there was an annoying loud guy who hurt my ears.

Is that the guy who laughs real loud into the microphone? His laughter seems three times the decibels of the rest of the recordings. Brutal, when at the gym with my headphones on, and I have to turn up the volume to hear the voices, and suddenly he laughs and its so loud it seems to split my head right open.

Oh, perhaps I shouldn't mention turning up the volume on headphones, Deogolf is already warning us about loud noise at concerts, headphones are just as bad if not worse. He's right of course, I stopped listening to those recordings with my headphones.

I jump to the second recording in a series to skip all their setup stuff so their characters are into the adventure when I start listening. Am I a total gaming geek if I listen to recordings of others playing RPGs? err, wait don't answer that one.
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shadoes
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Post by shadoes »

serleran wrote:
.... One example is the old classic - "You awaken in a strange place. Cold floor, stone, and it is very dark. In the distance, you hear screaming and what sounds like pleading. As you come to the fullness of your senses, you realize you are naked... and in chains."

woot! A4 !! I am about to run my players thru a modified version of those. Always a classic. And easily adaptable to any setting.

Anyway something you could try with newer players is giving them direct choices... I have had to do this if the players get stuck and just cannot really get going give them a choice.

Would you like to go to the tavern? Or perhaps go speak to a local bard about recent happenings?

things like that...some would say it is railroading but when couched in this manner the players still have a choice. And sometimes they say No but we would like to go.... and then off they go.

After while most players will get the hang of it and you can stop doing it. But then I have had groups that continuously needed this type of prodding. It makes for an exhausting session for the CK I can tell you that
Give that a shot maybe.

Happy gaming,

ed

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Post by Deogolf »

dachda wrote:
Is that the guy who laughs real loud into the microphone? His laughter seems three times the decibels of the rest of the recordings. Brutal, when at the gym with my headphones on, and I have to turn up the volume to hear the voices, and suddenly he laughs and its so loud it seems to split my head right open.

Oh, perhaps I shouldn't mention turning up the volume on headphones, Deogolf is already warning us about loud noise at concerts, headphones are just as bad if not worse. He's right of course, I stopped listening to those recordings with my headphones.

I jump to the second recording in a series to skip all their setup stuff so their characters are into the adventure when I start listening. Am I a total gaming geek if I listen to recordings of others playing RPGs? err, wait don't answer that one.

I'm watching!! Always watching!!!
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Post by ToddPBC »

Is there an easy way to keep track of the NPCs, monsters and experience for CKing? I have a CK cheat sheet, which helps with exp, but not with keeping up with my NPCs and the monsters. I have the Monster and Treasure Guide which doesnt help with the others. I need an easy way to consolidate all that information together to make it quick and easy to locate.

ALSO, how detailed do you get in your descriptions/stories. Do you write out everything ahead of time or do you make it up as you go along? Do you just read the descriptions in the modules?
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Aramis
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Post by Aramis »

Some of the issues you mentioned are very typical for new CKs. It is also common for the CK to be thinking he is boring the players when in fact they are having a good time

(or they would be, if instantaneous video games had not ruined their attention spans )

As I said in my first message, being a player can really help get the feel for it, but you had no choice but to start as a CK.

Be careful with your talk of "I am going to have to lead more". I know what you mean, it is a new experience for the kids, so they do not know what they want to do. But it is a common mistake for new CKs (and not so new ones) to force too much of the story, rather than let the players be the driving force.

What you want to do is pack each session with incident. But incident does not necessarily mean combat. Trying to get the local blacksmith to sell you a sword you cannot afford can also be fun (maybe he has a small task for the players, in lieu of payment). Maybe a fight breaks out in the tavern, and they are brought up on trumped up charges by a corrupt sherrif, for mysterious purposes.

Also, a good method to drive player decision is to give them a mission or goal, and make it urgent. Serleran's suggestion above is an example. Goal: break out of the goblin prison and warn the village before the goblins attack! Or: Who has been stealing from the warehouses on the dock? Or: three village children are missing since the Fair. What happened to them?

If you instead set out the module area as a giant sandbox for the players to wander through without specific goals and missions, it can let a bit of air out of the game. More experienced players are better at driving "sandbox" style games forward.

Some modules have "boxed text" descriptions. However, even these tend to be fairly long winded. Let the players draw out descriptions from you by using their 5 senses.

If you have already moved the players to the "dungeon" in whatever module you are doing, then that closed environment should narrow the players' choices sufficiently that they are driving the story. You can again ramp up the tension by having, e.g. a monster trying to get into the dungeon and chase them, or, they met another party intent on exploring the same ruin, and they are only a days ride behind your players, or they released something that is chasing them and they have to be on their guard. etc. Make them feel the urgency and danger of their situation

Don't even pay attention to XPs at this stage. Just keep a cheat sheet of NPC and monster stats

Try to give some NPCs quirks of personality that make them interesting. A forgetful innkeeper, a barkeep that talks with a strong accent, etc. A bit of broad comedy can never hurt
Also, running through the module yourself, with a sheet of 4 PCs can be useful. Have the PCs (all of whom you are controlling) do SIEGE checks for traps, initiative, saving throws, and attack rolls. This will make such rolls (and their various modifiers) more like 2nd nature to you. This will speed up the game, and make the players feel confident that you can referee them

Remember, the SIEGE engine is specifically set up so that players (and their foes) can try anything. Make the game interesting by having the players try interesting things that they could not do in their ordinary lives

hope some of this helps
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Post by Foxroe »

The very first time that I played an RPG (Holmes D&D), the DM (a friend of mine of the same age who insisted I find out what D&D was all about) pretty much winged it. He was constantly looking at the rule book, had nothing written down, and there was no map. It was a complete hack job.

But I was hooked, and I was hooked bad.
I think that if your bunch is talking about "next time", then you did just fine!

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Post by papercut »

Start with vanilla fighters, they don't have any special abilities so there is no need for complicated mechanics. You can have them be town guards that have to escort a cow to a farm or somesuch (which can turn into any kind of adventure you like). Just keep things simple at first, and you will be fine. There is an old Odnd supplement that has been a big help for me. It has encounter/treasure tables for different levels. You can buy it for $4 here:
http://paizo.com/store/downloads/wizard ... rce=search

Also there is a great little adventure that might be a good fit for all:
http://tower.newcenturycomputers.net/temp/beacon.pdf

Cheers!
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