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  1. - Top - End - #1
    Barbarian in the Playground
     
    AssassinGuy

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    Jan 2011
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    Default Questions for DMs!

    I am running a campaign I wrote for the second time (I wanna make it a setting or a mod so I figure I better run it lots and lots) with a new party and I am extremely excited.

    First any things I should be looking for the second time through to improve it other than the obvious?

    Second, are campaigns more enjoyable the second time through?

  2. - Top - End - #2
    Orc in the Playground
     
    RogueGuy

    Join Date
    Nov 2010

    Default Re: Questions for DMs!

    Most of this will depend on your players, seriously you can do all the planning but if it isn't what your players want/need out of a game then it will all be for nothing.

    Make sure you take into account what they want to do and try to add it into your world. Sure having some rules like "magic = evil" is ok but still allow them to play magical characters while running from the law if they want to.

    Why do you think there are so many homebrew rules/worlds/settings/classes?



    Maybe sit down and ask the players what they want? Don't do everything they say but take suggestions...

    One player wanted more dragons in a game since he never ever got to fight them... I gave him dragons

  3. - Top - End - #3
    Titan in the Playground
     
    Tyndmyr's Avatar

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    Maryland
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    Default Re: Questions for DMs!

    Quote Originally Posted by Aemoh87 View Post
    I am running a campaign I wrote for the second time (I wanna make it a setting or a mod so I figure I better run it lots and lots) with a new party and I am extremely excited.

    First any things I should be looking for the second time through to improve it other than the obvious?
    Well, not knowing your campaign, it's hard to give much in the way of specific suggestions. What's it about?

    Second, are campaigns more enjoyable the second time through?
    For the same players? Not usually. For a different set of players? Yes. The GM already has tested some things out, and has a better feel for at least some of the possibilities. Reusing proven material is a good thing.

  4. - Top - End - #4
    Barbarian in the Playground
     
    AssassinGuy

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    Default Re: Questions for DMs!

    Well obviously I need to adjust my camp to fit the party needs.

    But the campaign is set in a massive desert town with the surrounding area's having lots of ruin. The plot is essentially 50 years after a historic event in the town things go awry when caravans start getting raided.

    The mass appeal is there is almost a great collapse of civilization and the party can help build it back up (or tear it down) any way they would like... if they have the muscle to do it.

    Also this party has never played the camp before. Who'd want to play a camp twice.
    Last edited by Aemoh87; 2011-02-23 at 04:35 PM.

  5. - Top - End - #5
    Titan in the Playground
     
    nedz's Avatar

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    London, EU
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    Default Re: Questions for DMs!

    I did this once, a long time ago.
    It worked very well, though I was a much better DM the second time.
    The two campaigns had very little in common, other than locations and plot.
    I also took the opportunity to rewrite the bits I didn't like so much from the first time.
    I had different players in both groups.

    I am considering running a new campaign twice, for two groups at the same time. There is one player common to both groups, which may or may not work.
    π = 4
    Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.


    Completely Dysfunctional Handbook
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  6. - Top - End - #6
    Ettin in the Playground
     
    dsmiles's Avatar

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    Default Re: Questions for DMs!

    Quote Originally Posted by Aemoh87 View Post
    I am running a campaign I wrote for the second time (I wanna make it a setting or a mod so I figure I better run it lots and lots) with a new party and I am extremely excited.

    First any things I should be looking for the second time through to improve it other than the obvious?
    I have to agree with Tyndmyr. Need inpuuuuuuuuuut.

    Quote Originally Posted by Aemoh87 View Post
    Second, are campaigns more enjoyable the second time through?
    I'll tell you what. I've run through return to ToEE several times, and...um...something with Myth Drannor (the name's escaping me at the moment) more than once, and I enjoyed it each time, but the first time will always be the best.
    Quote Originally Posted by The Doctor
    People assume that time is a strict progression of cause-to-effect, but actually from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... time-y wimey... stuff.
    Awesomesauce Doctor WhOotS-atar by Ceika!

  7. - Top - End - #7
    Orc in the Playground
     
    OrcBarbarianGuy

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    Jun 2005
    Location
    Washington St.

    Default Re: Questions for DMs!

    You have to watch out for the natural tendencies to follow the same script as before. The players will make small but subtle changes to the storyline, and then they will make some walloping big changes to the storyline, and then they'll make a few seismic shifts to the very nature of your campaign world... and if you're still thinking it's the same game as before you'll be caught flat footed.

    If I were to run my Tiatia campaign a second time, I would naturally prepare on the big clashes between the Tiatian and Tal'khed armies, with the Tiatians employing cavalry from their Kargish allies. Then I'd force myself to remember that it was the last group that decided to ally with the Kargish - this new group might not, and so maybe it will be the Tal'khed who are employing Kargish cavalry in the big battles.

    And then I'll have to remember that it was the last group that decided to stage of takeover of the government of Tiatia, and call for a raising of an army. This new group might not do that, nor might they assist in anyone else calling for an army to be raised.

    So there might not *be* any grand battles with the Tal'khed -- I better not waste my time preparing for them.

    *~*~*

    Ya know... when I designed the Tiatia campaign, I didn't intend for there to be big clashes between mighty armies. It was only this last group that led us down the path of mass combat to resolve all issues.

    So what exactly was I intending with Tiatia, before my players came along?
    I can't remember anymore.
    Quote Originally Posted by Swordguy View Post
    Casters effectively lost every weakness they had (from AD&D), and everyone else suffered for it. Since this was done as a direct result of player requests ("make magic better!"), I consider it one of the all-time best reasons NOT to listen to player requests.

    Most people wouldn't know what makes a good game if it stripped naked, painted itself purple, and jumped up on a table singing "look what a good game I am!".

  8. - Top - End - #8
    Barbarian in the Playground
     
    AssassinGuy

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    Jan 2011
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    St. Paul, MN
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    Default Re: Questions for DMs!

    Just to clarify, I realize it won't be exactly the same. And I know players will change a lot. The first time through I wrote the entire campaign with the idea they would reject an intelligent artifact, but they instead attempted to befriend it.

  9. - Top - End - #9
    Orc in the Playground
     
    RogueGuy

    Join Date
    Nov 2010

    Default Re: Questions for DMs!

    Yeah deciding how the players will act in your plot is a bad idea... Even if the choice is clear you will usually be dealing with something off the wall bat crap crazy...

    Like teleporting into the sun since the player's god betrayed him (he was a cleric)... The bastard took all the loot and magic items with him along with the quest items....

    If the question ever arises... Is X in the material plane... Then bad things might follow...

  10. - Top - End - #10
    Ogre in the Playground
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    Feb 2008
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    Israel
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    Default Re: Questions for DMs!

    I think there is great fun running the same campaign again, as long as the players are interesting and fun players (but that is true for ANY game). there are certain things i like running a campaign the second time:
    1) you know which issues, encounters and so on work fairly well, and which don't, and more importantly- WHY this gives you a great edge at redesigning things..

    2) you're far more familiar with the villains, surroundings and NPCs to make them more believable, more compelling. you can wing things more easily.

    3) it's always fun to compare tactics and roleplay experiences from the previous group and the new one!

    4) for those of us with precious little time (and you have less and less of it as you age)- there is a CONSIDERABLE less work involved, which is always important. it's like buying a module you're familiar with, like most or all of it's features. and for no extra money! (most) of the work is done, now just have fun and play!

    5) if you're worried if it might be repetitive, i'd like to ease your mind. unless you're VERY restrictive about character creation ("there will be a dwarf cleric, human warblade, and elven priest of Pharasma only!") and even then at most times, the campaign won't be like the one you've played before. prepare for a whole new experience.

    1. Special projects:
    Campaign logs archive, Campaign planning log, Tactical mass combat Homebrew, A unique monsters compendium.
    2. My campaign logs:
    Three from a GM's POV, One from a player's POV. Very detailed, including design and GMing discussions.
    3. Various roleplay and real life musings and anecdotes:
    For those interested, from serious to funny!

    Thanks for reading!

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