For this first installment, I will look at the first adventure the players embarked on.

This was the first I had DMed since I was 14, and it was a unique challenge. I decided to start off with 4th Edition D&D, and with the module Keep on the Shadowfell, an adventure published by Wizards of the Coast. As a newbie DM I decided to go with the published module rather than create my own, mostly for ease of play and to learn the system. I did, however, have enough foresight to remain vague and loose with the setting so that when I did move into my own campaign, it was a seamless transition.
The adventure was a poor choice. It was badly written and there were a lot of plot holes that I ended up screwing me over as a DM. However, it was a very good learning experience. Basically, there's this necromancer who is trying to open a portal to the Shadowfell (the plane of existence devoted to the dead) and summon the Demon Prince of the Undead, Orcus. However, when the players start, they don't know this, they just know that kobolds and goblins have been attacking the village of Winterhaven, and they need it to stop.
So the adventurers hunt down some kobolds and end up defeating them, and through that find a goblin, Irontooth, who bears the symbol of the above-mentioned demon prince. Later on, when the players return to the village they are ambushed by undead roaming the cemetery, among them is a mercenary. This mercenary has a note from the necromancer mentioning the Keep where he is.
So obviously the players head there to root out the problem, and this is where the adventure gets ugly. It's a long grind of encounter after encounter with no real meaning. There's an excavation site, but no mention of what is being excavated, and 3 or 4 encounters that have no real meaning. This is a big no-no in my book. All fights, all scenes, encounter, whatever you want to call it, they all need to have a reason for being there, otherwise it just adds to the tedium.
The second problem came from poorly designed social encounters. There were 1 or 2 NPCs that the players could interact with, but there was no reason why they should, logically. After being attacked by hordes of undead, why would the players expect to deal with ghosts diplomatically? That's lesson number 2 I learned. Players, for all their creativity, will most likely misinterpret your clues, so being too obvious is never a bad thing.

Though the players did meet (and kill) probably my favorite NPC of all time: The friendly, cowardly, goblin Splug. I was hoping he'd become something of a mascot, but ended up being shot in the back. Players are so racist sometime.
In the end, it wasn't a terrible experience. The players completely trounced the final enemy of the adventure, so I decided to bring him back as a character for much later in the campaign (this is level 1, he reappeared at level 11, and will again at level 21 or 22). The characters became something of heroes, and built a small reputation. They also got good loot. That's lesson number 3: Players love loot.
And so I leave you with the three lessons from my first adventure:
- Encounters should always have a purpose for being there
- Don't worry about being too obvious when it comes to abnormal situations
- Players love loot
Until next time, happy gaming!
Great guide.
ReplyDeletePlayers do love loot lol
ReplyDeleteCool story
ReplyDeleteI love the subject of your blog. I'm currently reading an old D&D 3.5 book and hope to become a GM soon :)
ReplyDeleteNice Introduction!
ReplyDeleteThanks for the read friend - Look forward to your next post!
ReplyDeletehad a nice time on your blog! :)
ReplyDeleteInteresting read :)
ReplyDeleteAwesome, keep it up!
ReplyDeleteThey do love the loot...I've always found the prewritten campaigns to be too confining though. I'm a big fan of spending a couple days drawing out a world map (no details beyond a 1 inch 1 mile scale), and a few detailed towns, a few detailed quests, then improving the adventure as we play. I feel like it gives me more room to react to the actions of the players. It also helps to remove the tedious meaningless encounters. Who wants to grind when literally nobody knows what's around the next corner? (I LOVE ACTIVE MAPPING (this is drawing a small detail map as the players progress into the blank parts of the paper))
ReplyDelete@From the Kitchen: I here you on reacting to the players. I'm a bit more forward with my quests though: I'll usually give the players several mutually exclusive plans of actions, and let them pick which is the one they want, as that keeps the distractions to a minimum, and lets me coerce the players into building their own story that's awesome.
ReplyDeletePlayers indeed love loot. I tried my hand at several WH40K campaigns and they all fell apart, warranted they were online. How did you keep them together?
ReplyDeleteLoot is my favorite part of the game
ReplyDelete@Mysterious Stranger: I run my main campaign online, using Maptools, and that helps me nab players from across country. I run from the US West Coast, and I have several players on the East Coat, and at one point, I even had a player from Japan. That goes goes a long way to helping find good players.
ReplyDeleteGood players really are the key. My players have been really good about buying into the game. The other half is knowing what motivates the players and building a good story centered around them. It takes time, and its taken me several years to figure out how to engage this specific group.
I loot; i've never played this game before but i've always been intrigued with it as lots of games i've played have been based off of it. Looking forward to the next entry ;>
ReplyDeletelooks good, but aren't my tipe of games
ReplyDeletegood so far, can't wait to read some more
ReplyDeleteDid your goblin mascot have any fun loot? Lol. I know if that ever happened to me as a DM, I would try to have some fun with it. A ring that can't be removed where you are haunted by the ghost of the person who was killed with the ring on, and such.
ReplyDelete@Xenototh: No cool loot like that. Maybe if I ran the adventure now I would do something like that, but this was several years ago I ran this adventur several years ago.
ReplyDeleteGreat story
ReplyDeleteCan't wait to read more of this one
ReplyDelete