The bumpy road of conversion (of players)
Posted 20 March 2010 - 03:45 PM
While it is a grave I knowingly dug for myself, I do wish to let them have fun but also learn the depth of the game aside from "I want to be so-and-so from the books." (Luckily it is not a chaotic good drow, but close enough) Unfortunately, because I am such an awesome older-brother figure *cough*, I can't strike the fear of the DM into them that easily
The region we will be starting in is Turmish, in the Vilhon Reach. The area has little official lore to it so I have quite a bit of freedom to improvise.
So, my questions are:
1) Suggestions to low-level adventure hooks I can use in and around Turmish
2) Advice on how to encourage deeper roleplaying and character involvement in my players
Edit: Son of a gungan, I posted in the wrong forum...
Posted 20 March 2010 - 04:09 PM
Posted 21 March 2010 - 12:23 AM
Glancing through this, I think the thing that caught my eye was the Turmish Guesthouses. These things offer a great alternative to the typical start in an inn. Have the PCs seek shelter from a fierce storm, forcing them all into a comfortable and neutral space that's still small enough to force them to interact with each other. Throw an NPC in there to get the ball rolling by maybe asking the characters about themselves or engaging them in some kind of discussion. I wouldn't make this go on too long (though err on the side of how much you think they can handle) and then of course step up the plot.
You've got plenty of opportunity for the standard goblins, orks, and kobolds with all those mountains and foothills, but those are kind of boring. If you really want to force these kids to think on their feet, you could pull a Baldur's Gate on them. The NPC they met in the guesthouse was on his Ninth Day and was just chillaxing. However the next morning he attacks one or more of the PCs (depending on if they knew each other beforehand) and they are focred to defend themselves. Throw in some help for the guy if you think it fits. When he's dead the PCs find a note on his body demanding one or more of their deaths. Assassins are after them and they don't know why.
This of course leads to investigating and urban adventuring, or fleeing into the wilderness to escape that and having to deal with the nasty stuff out there.
That's what I came up with, but I'm kinda getting a little delirious so I have no idea if those are good ideas or even if they make sense. Take 'em as you will.
Posted 21 March 2010 - 03:17 AM
One of my favorite ways to begin is to start at a the end of a celebration with the characters having heard rumors war or recently discovered ruins in an abandoned castle (just add an npc and you've got an adventure with a little bit of a push along for when the players need a nudge).
Posted 21 March 2010 - 09:10 AM
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