VoyForums
[ Show ]
Support VoyForums
[ Shrink ]
VoyForums Announcement: Programming and providing support for this service has been a labor of love since 1997. We are one of the few services online who values our users' privacy, and have never sold your information. We have even fought hard to defend your privacy in legal cases; however, we've done it with almost no financial support -- paying out of pocket to continue providing the service. Due to the issues imposed on us by advertisers, we also stopped hosting most ads on the forums many years ago. We hope you appreciate our efforts.

Show your support by donating any amount. (Note: We are still technically a for-profit company, so your contribution is not tax-deductible.) PayPal Acct: Feedback:

Donate to VoyForums (PayPal):

Login ] [ Contact Forum Admin ] [ Main index ] [ Post a new message ] [ Search | Check update time | Archives: 1[2]3 ]
Subject: Re: The State of Faalor Address (long, and not for the weak-stomached)


Author:
Lee
[ Next Thread | Previous Thread | Next Message | Previous Message ]
Date Posted: 10:57:08 08/16/02 Fri
In reply to: Youri 's message, "Re: The State of Faalor Address (long, and not for the weak-stomached)" on 07:56:57 08/16/02 Fri

>As for Faalor backgrounds, history, NPCs and other
>stuff, I am not too sure on how to approach those
>things. After all, Faalor is your world and anything
>we create might interfere with existing fiction or
>plots. NPCs I think I'll still leave to the DMs since
>NPCs are either important to the plot (and thus need
>to be controlled by DMs) or too unimportant to create
>backgrounds for. As for writing history, I don't think
>that's very necessary really. There is a basic
>timeline and history provided by you. Any other
>history would be part of the players' characters and
>as such better left IG for those characters to reveal
>so you don't end up reading the same story twice.
>What's left is making the different areas for the
>campaign. I've been eager to make some more stuff,
>though I'll need to talk to you about the area some
>more before I start.
>

Yeah, I think you're right. It's complicated and I'm as confused as you are. *grins* So, I think at this point, it will all DM made once we get the city of Duath maps made, connected and tested out.

>Mini-campaigns are a lot of fun. I'd like to see more.
>My problem is, though, that I've absolutely zero
>experience as a DM. Our little game the other night
>was my first experience with a DMed game as well so I
>don't think it'd be wise for me to start DMing any
>campaigns just yet :p

DMing itself is a breeze really. You just have to know the motivations and backgrounds of your NPCs and well just RP them out. That's the whole trick of it. Creating balanced NPCs that and make them act accordingly. The other trick is creating challenges that aren't going to whipe out the party. I think I may be ering on the side of caution with this first campaign. I'll be upping the anty some as we progress just to test the limits of a well-disciplined army of PCs hehe Just start messing with the toolset. I'd suggest just making a very simple search and destory/dungeon crawl type game (similar to what I'm doing with the mini-campaign). I've learned a ton just monkeying around. And with anything, the more you use it, the easier it gets.

>I'm usually online and if I can find a nice module
>I'll find others to join me in it. Non-DMed modules is
>as far as I can go right now, though :p

If you can find GOOD modules at all let me know. So far, there's only been a couple I liked. Most are just lame but might be OK with a party.

[ Next Thread | Previous Thread | Next Message | Previous Message ]

Replies:
Subject Author Date
Modules worth playing:Youri11:44:43 08/16/02 Fri


[ Contact Forum Admin ]


Forum timezone: GMT-8
VF Version: 3.00b, ConfDB:
Before posting please read our privacy policy.
VoyForums(tm) is a Free Service from Voyager Info-Systems.
Copyright © 1998-2019 Voyager Info-Systems. All Rights Reserved.