Here are all of the the DM Hints in list format, no more searching postings just for the hints....
DM Hint #1: Larger scale combat is great for a first encounter. It allows you as the DM more control of the situation then normal...
"It really in my opinion is a great first combat for a new party. Plenty
of allies to give flanking, plenty of targets for them to test all of
their offensive capabilities. Not rolling for any of the pirates or crew
that are not in the immidiate area of the party allows me to juggle the
difficulty of the encounter on the fly, if the party begins to lose the
crew does better, if they are rolling over the pirates, the crew
doesn't fair as well and they have to deal with the bulk of the
attackers."
DM Hint #2: Having something epic/awesome happening in the background during a fight is a great way to keep your players attention at the table, and keep them focused on what is going on in the world...
"This is strictly a fluff background to the battle as the true fighting
rages on the main deck, the PC's catch glimpses of the epic battle
between captains happening right next to the wheel on the quarterdeck. I
am a big fan of adding background to fight scenes, it keeps it from
becoming the players talking out of character to each other and sitting
around waiting for their turn to beat something. It gives them something
to focus on, something to tie them to what is going on and an attempt
to draw them into the illusion of the story you are trying to produce."
DM Hint #3: Plot hooks are not just a tool to be used outside of combat, when you throw out a plot hook during combat, it takes on meanings of its own that you could never have given it...
"Always remember, just because there is a battle going on is not a reason
to stop throwing out plot hooks. In fact it might be the perfect time.
You know you have everyone's attention for one, and anything that
happens during combat that is non-combat related always looks that much
more epic just because the fighting is going on in the background."
DM Hint #4: Keep your players focused on where they are, what the environment is like, and what is happening, by not just assuming an NPC slumps to the ground when killed. Keep the players engaged and they will in turn not wonder away from the table...
"Also, just because a NPC runs out of hit points doesn't have to mean he
drops to the ground right where he stood. In a situation such as the
storm, and the rolling deck of the ship, use a NPC death as a chance to
once again reinforce where the players are, and the situation they are
in, this WILL increase your players enjoyment of the game, even if they
never realize it."
DM Hint #5: Plot hooks for everyone...
"Never just give one party member a plot hook, give it to as many as you
can. The more players who have the information, the more players you
have to convince the party that the plot hook is a good idea, even if it
takes them out of the way of the main quest."
DM Hint #6: Be creative with your supposedly "random" encounters...
"An ambush doesn't always have to be about killing the players. Remember
that NPC's can have agenda's of their own. The Halflings knew that they
had no chance at beating the party, but with a well placed distraction
easily made off with the horses. To a group of bandits, a team of horses
is one HUGE payoff. Why throw your life away attacking people when
stealing is so much easier and doesn't threatening your own well being
as much. Also, note that it was a great way to get the "party" to go
back into town, and get them to interact with people. This is especially
important if they skipped talking to any of your NPC's who you really
like, and gave backstories too. It also is a great way to keep them in
theme, as the horses they lost had to be replaced with Camels. Once
again giving them another subtle reminder of where they are in the
world."
DM Hint #7: Cliffhanger = Players wanting to keep going. Everyone is curious about what is going to happen...
"Always leave your players wanting more, even something as simple as not
being able to see inside a door. About 5 minutes before the end of the
session the players decided that they wanted to call it a night. But I
strung them along long enough to get them to get the door open, and then
ended it right as it did. Although it was the players who all wanted to
call it for the night, as soon as they realized that I wasn't going to
tell them what was inside the door they all immediately said that they
wanted to keep going. Leave them on a cliffhanger and you give them
something to look forward too, something they can think about until next
session. It keeps them engaged even away from the table, and when they
come back for the next session they will be all excited to see what they
were unable to the week before."
More Hints to follow....so keep reading!
-Eraser
No comments:
Post a Comment