Roan_Spence
2017-11-30, 10:06 AM
Hey guys. I'm hoping to get a little assistance on something. So, some backstory.
I've been wanting to get into DMing for awhile and I've been going over some things to learn. I posted a quick little DM style lead up to a combat encounter on my Facebook page and a couple of people got so excited they want to do a little one shot with me. I've never DM'd before and I'm a bit nervous and I'd like some more experienced people to throw some suggestions out there for how to prep for this. A few notes.
We'll be doing Pathfinder. It's the same system I'm currently in a campaign for so I'm fairly familiar with that.
It's just two people for this little deal. I asked them want kind of game they like and what kind of things they like to see in a game. To quote "They like lots of problem solving with slightly outlandish solutions and maybe a bit of overkill" Another likes adventure and psychological suspense type stuff. They both like things a bit more dramatic in game than funny (my current DM is a much more comedy focused type and they wouldn't enjoy that quite as much for this).
I know they intend to play a Barbarian and a Druid. I've told them to go ahead and make level 5 characters. Neither have played a lot but I'm helping them pull their characters together. I gave them a stat array to use for convenience sake (16, 16, 14, 12, 10, 10). It's the same one my current DM is using and of cousre, they'll input the racial bonuses and penalties for whatever they pick accordingly.
My current plan is to give them a bit of a murder mystery/suspense plotline. They'll be contracted by an agent of the queen of a particular city to assist in solving a string of murders. It will seem to the agent that the criminal they're tracking behaves more like a wild animal than a normal criminal so they're bringing in a pair of people with experience hunting to help out (hence why those to wilderness themed classes will be hunting in a city). The city is a custom creation of mine that is a city of canals with lots of overhanging pathways, arches and walk ways. Lots of places to hide, evade, climb, disappear etc. Imagine a modified Venice but also with a lot of greenery and plant life intertwined with the general architecture and city design and you'll get a solid idea.
They'll seek out clues, talk to witnesses and have to piece together cryptic hints to try and find out who the culprit is, what they are, and where they'll be to either find them and bring the fight to them, or draw them out. I plan for them to discover they're hunting a werewolf pretty quickly.
I know I'll need to up the power level of the werewolf enemy you can find in the Pathfinder monster guide (it's only a CR 2) and I'll need to plan out the NPC's, witnesses and others they'll talk to in the course of the story etc. I know I'll need to set up multiple places they could potentially fight and possibly have a couple leads that'll help them find the killer but any help in kind of creating an action plan for this would be most appreciated.
A part of me also wants to give them an NPC helper but I'm not sure if that's a good idea.
With that said, here's the basic outline or tent poles
I. Introduction
>Agent of the Crown seeks them out
>Explains the situation
>Negotiates with them to come to the city and help the investigation.
>If they accept things move to the city.
>if they refuse the problem comes to them where they are.
>If they come, eventually decide to say screw it, the problem might follow them.
II. Mystery
>In the city they get there about the middle of the day
>I'd offer them to check the crime scenes, interview witnesses, look for clues etc.
>They'd have to find credible witnesses. Not every witness might be credible
>>Opportunities for sense motive checks and the like.
>>Perception for clues etc.
>Witnesses can be found in a couple of the homes near by the crime scenes, a dining hall and there may even be a few guards they could talk to.
>If they talk to enough people (Not sure what a good number to establish a relative area would be) they might be able to get a bit of information that there's a pattern to the killings and a relative area for the killer. Different people would also be giving them werewolf hints.
>The players are big criminal minds fans so I think I'll want to set up connections between the victims so they can do victimology stuff, determine links between them, figure out the desire behind the killings and profile the killer. Whoever it is, it could be someone they meet on their questioning if they get it right or someone they witnesses know.
>If they decide to welch on the deal and go back to wherever they came from instead it shifts over into a monster movie feel where the people in their home village are being picked off one by one and it turns into a ticking clock scenario.
III. Hunting the killer
>This phase would kick off as the day creeps into night.
>The evening would be a bit overcast if they still need time to get some things figured out. If not, the clouds that have been hanging around will part to reveal a full moon.
>If they're in the city they might have to chase down, stake out or, stalk the killer.
>This is where I'd stick the big combat encounter for the one shot.
IV. Cool down
>Wrapping things up
>Hinting at anything else I want to hint at story wise.
So I've got my tent poles for a basic 3 act structure (intro and rising action, climax, falling action) and a very loose sketch of what happens if they for some reason DON'T do what I think they'll do but I'd really appreciate extra ideas here or ideas on how this general set up can be improved.
I'm especially concerned about how to pump up the Werewolf and possibly give them a chance to do a little practice with their combat abilities before the end. Maybe give them a warm up combat encounter before dealing with the big bad at the climax. I also don't really know how DM's set up DC's for things. Is there a general table used or is there a gudieline? I ask in part at least because I know that in a city of canals and catwalks one of these two is going to try to parkour jump from one level to another. Like I can SEE it coming. I know I'm going to need a DC for an acrobatics check on that somewhere for example.
I know that was long. Thanks for your time.
I've been wanting to get into DMing for awhile and I've been going over some things to learn. I posted a quick little DM style lead up to a combat encounter on my Facebook page and a couple of people got so excited they want to do a little one shot with me. I've never DM'd before and I'm a bit nervous and I'd like some more experienced people to throw some suggestions out there for how to prep for this. A few notes.
We'll be doing Pathfinder. It's the same system I'm currently in a campaign for so I'm fairly familiar with that.
It's just two people for this little deal. I asked them want kind of game they like and what kind of things they like to see in a game. To quote "They like lots of problem solving with slightly outlandish solutions and maybe a bit of overkill" Another likes adventure and psychological suspense type stuff. They both like things a bit more dramatic in game than funny (my current DM is a much more comedy focused type and they wouldn't enjoy that quite as much for this).
I know they intend to play a Barbarian and a Druid. I've told them to go ahead and make level 5 characters. Neither have played a lot but I'm helping them pull their characters together. I gave them a stat array to use for convenience sake (16, 16, 14, 12, 10, 10). It's the same one my current DM is using and of cousre, they'll input the racial bonuses and penalties for whatever they pick accordingly.
My current plan is to give them a bit of a murder mystery/suspense plotline. They'll be contracted by an agent of the queen of a particular city to assist in solving a string of murders. It will seem to the agent that the criminal they're tracking behaves more like a wild animal than a normal criminal so they're bringing in a pair of people with experience hunting to help out (hence why those to wilderness themed classes will be hunting in a city). The city is a custom creation of mine that is a city of canals with lots of overhanging pathways, arches and walk ways. Lots of places to hide, evade, climb, disappear etc. Imagine a modified Venice but also with a lot of greenery and plant life intertwined with the general architecture and city design and you'll get a solid idea.
They'll seek out clues, talk to witnesses and have to piece together cryptic hints to try and find out who the culprit is, what they are, and where they'll be to either find them and bring the fight to them, or draw them out. I plan for them to discover they're hunting a werewolf pretty quickly.
I know I'll need to up the power level of the werewolf enemy you can find in the Pathfinder monster guide (it's only a CR 2) and I'll need to plan out the NPC's, witnesses and others they'll talk to in the course of the story etc. I know I'll need to set up multiple places they could potentially fight and possibly have a couple leads that'll help them find the killer but any help in kind of creating an action plan for this would be most appreciated.
A part of me also wants to give them an NPC helper but I'm not sure if that's a good idea.
With that said, here's the basic outline or tent poles
I. Introduction
>Agent of the Crown seeks them out
>Explains the situation
>Negotiates with them to come to the city and help the investigation.
>If they accept things move to the city.
>if they refuse the problem comes to them where they are.
>If they come, eventually decide to say screw it, the problem might follow them.
II. Mystery
>In the city they get there about the middle of the day
>I'd offer them to check the crime scenes, interview witnesses, look for clues etc.
>They'd have to find credible witnesses. Not every witness might be credible
>>Opportunities for sense motive checks and the like.
>>Perception for clues etc.
>Witnesses can be found in a couple of the homes near by the crime scenes, a dining hall and there may even be a few guards they could talk to.
>If they talk to enough people (Not sure what a good number to establish a relative area would be) they might be able to get a bit of information that there's a pattern to the killings and a relative area for the killer. Different people would also be giving them werewolf hints.
>The players are big criminal minds fans so I think I'll want to set up connections between the victims so they can do victimology stuff, determine links between them, figure out the desire behind the killings and profile the killer. Whoever it is, it could be someone they meet on their questioning if they get it right or someone they witnesses know.
>If they decide to welch on the deal and go back to wherever they came from instead it shifts over into a monster movie feel where the people in their home village are being picked off one by one and it turns into a ticking clock scenario.
III. Hunting the killer
>This phase would kick off as the day creeps into night.
>The evening would be a bit overcast if they still need time to get some things figured out. If not, the clouds that have been hanging around will part to reveal a full moon.
>If they're in the city they might have to chase down, stake out or, stalk the killer.
>This is where I'd stick the big combat encounter for the one shot.
IV. Cool down
>Wrapping things up
>Hinting at anything else I want to hint at story wise.
So I've got my tent poles for a basic 3 act structure (intro and rising action, climax, falling action) and a very loose sketch of what happens if they for some reason DON'T do what I think they'll do but I'd really appreciate extra ideas here or ideas on how this general set up can be improved.
I'm especially concerned about how to pump up the Werewolf and possibly give them a chance to do a little practice with their combat abilities before the end. Maybe give them a warm up combat encounter before dealing with the big bad at the climax. I also don't really know how DM's set up DC's for things. Is there a general table used or is there a gudieline? I ask in part at least because I know that in a city of canals and catwalks one of these two is going to try to parkour jump from one level to another. Like I can SEE it coming. I know I'm going to need a DC for an acrobatics check on that somewhere for example.
I know that was long. Thanks for your time.