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What method can I use to properly set expectations for a group of new players with a history in cRPGs?
Reading material to present to completely new playersStarting a campaign with travel for new playersHow do I avoid “prepping too much”?How to get to know my players' expectations?How can I get new players to explore more?New Players Starting with a Remote DMNew DM running a game with also new players have some questions!New to roleplaying, how do I start off a sort of superhero game with my sister?I'm completely new to D&D. How do I get started with the D&D Starter Set?Starting out with D&D from complete scratch
$begingroup$
I've checked for similar questions, but I can't find any. This is my first post. Sorry for the length, there's a TL;DR at the end.
Background
I have played most cRPGs on the market, but have never player a TTRPG before. I've been reading and watching a lot about D&D 5e for quite some time now, so I think I have a decent grasp of the rules and style of play I'd enjoy (low magic, realistic, living world). I've bought the Starter Pack and some additional things (like card packs for specific classes and dice) to make it easier for everyone. I'm planning on introducing 4-5 gamer friends to TTRPGs via D&D 5e in a couple of weeks and am planning on doing a Session 0 in order to hopefully get everyone on the same page. Everyone is a gamer in one way or another and for the past 3-4 years we've played many different board games (including Descent and Gloomhaven) together.
The problem
My question is mostly aimed at two of the players, who I fear will have trouble differentiating TTRPGs from games like Diablo and other, D&D-like cRPGs. I don't have very high RP expectations from anyone, but I fear the pair will push the whole group into the murder hobo style, completely bypassing many social encounters/options. The other problem I'm fearing is the 'kill and loot' style of video games. If they kill 10 goblins, they will expect to loot 10 short swords and bows to sell them in town later. While I understand there are weight restrictions, I'm looking for some tips to avoid such mentality in the first place.
One of the players also remarked, in response to my suggestion that everyone should pick a pre-made character for our first couple of sessions, that he wouldn't mind playing a Fighter, as I can just give him some 'fireball throwing-item', which makes little sense. I would rather he just play a Wizard then, but that might lead to the party being 3 Wizards and a Rogue (since Wizard sounds cool and Fighter somehow sounds boring). When only 3 players will be present, that might mean I will have to run the game for a party of 3 Wizards, which will be extremely hard for them, since they are completely new to the game and will start at level 1 in Lost Mine of Phandelver. I am also very much against constant waiting around and long resting, which is a common "tactic" in cRPGs, but completely unrealistic in D&D.
Any good tips for transitioning these sorts of players into the low magic, more diplomatic D&D mentality for LMoP? Am I thinking like a bad, stubborn DM?
TL;DR
I'm looking for DM tips for an upcoming Session 0 about how to reconcile player's Diablo/cRPG-like mentality/expectations and get them more in line with the modern D&D style, without sounding like "my way or the highway". We are all first timers, players and DM (me) alike.
dnd-5e new-players new-gm system-introduction
New contributor
$endgroup$
add a comment |
$begingroup$
I've checked for similar questions, but I can't find any. This is my first post. Sorry for the length, there's a TL;DR at the end.
Background
I have played most cRPGs on the market, but have never player a TTRPG before. I've been reading and watching a lot about D&D 5e for quite some time now, so I think I have a decent grasp of the rules and style of play I'd enjoy (low magic, realistic, living world). I've bought the Starter Pack and some additional things (like card packs for specific classes and dice) to make it easier for everyone. I'm planning on introducing 4-5 gamer friends to TTRPGs via D&D 5e in a couple of weeks and am planning on doing a Session 0 in order to hopefully get everyone on the same page. Everyone is a gamer in one way or another and for the past 3-4 years we've played many different board games (including Descent and Gloomhaven) together.
The problem
My question is mostly aimed at two of the players, who I fear will have trouble differentiating TTRPGs from games like Diablo and other, D&D-like cRPGs. I don't have very high RP expectations from anyone, but I fear the pair will push the whole group into the murder hobo style, completely bypassing many social encounters/options. The other problem I'm fearing is the 'kill and loot' style of video games. If they kill 10 goblins, they will expect to loot 10 short swords and bows to sell them in town later. While I understand there are weight restrictions, I'm looking for some tips to avoid such mentality in the first place.
One of the players also remarked, in response to my suggestion that everyone should pick a pre-made character for our first couple of sessions, that he wouldn't mind playing a Fighter, as I can just give him some 'fireball throwing-item', which makes little sense. I would rather he just play a Wizard then, but that might lead to the party being 3 Wizards and a Rogue (since Wizard sounds cool and Fighter somehow sounds boring). When only 3 players will be present, that might mean I will have to run the game for a party of 3 Wizards, which will be extremely hard for them, since they are completely new to the game and will start at level 1 in Lost Mine of Phandelver. I am also very much against constant waiting around and long resting, which is a common "tactic" in cRPGs, but completely unrealistic in D&D.
Any good tips for transitioning these sorts of players into the low magic, more diplomatic D&D mentality for LMoP? Am I thinking like a bad, stubborn DM?
TL;DR
I'm looking for DM tips for an upcoming Session 0 about how to reconcile player's Diablo/cRPG-like mentality/expectations and get them more in line with the modern D&D style, without sounding like "my way or the highway". We are all first timers, players and DM (me) alike.
dnd-5e new-players new-gm system-introduction
New contributor
$endgroup$
add a comment |
$begingroup$
I've checked for similar questions, but I can't find any. This is my first post. Sorry for the length, there's a TL;DR at the end.
Background
I have played most cRPGs on the market, but have never player a TTRPG before. I've been reading and watching a lot about D&D 5e for quite some time now, so I think I have a decent grasp of the rules and style of play I'd enjoy (low magic, realistic, living world). I've bought the Starter Pack and some additional things (like card packs for specific classes and dice) to make it easier for everyone. I'm planning on introducing 4-5 gamer friends to TTRPGs via D&D 5e in a couple of weeks and am planning on doing a Session 0 in order to hopefully get everyone on the same page. Everyone is a gamer in one way or another and for the past 3-4 years we've played many different board games (including Descent and Gloomhaven) together.
The problem
My question is mostly aimed at two of the players, who I fear will have trouble differentiating TTRPGs from games like Diablo and other, D&D-like cRPGs. I don't have very high RP expectations from anyone, but I fear the pair will push the whole group into the murder hobo style, completely bypassing many social encounters/options. The other problem I'm fearing is the 'kill and loot' style of video games. If they kill 10 goblins, they will expect to loot 10 short swords and bows to sell them in town later. While I understand there are weight restrictions, I'm looking for some tips to avoid such mentality in the first place.
One of the players also remarked, in response to my suggestion that everyone should pick a pre-made character for our first couple of sessions, that he wouldn't mind playing a Fighter, as I can just give him some 'fireball throwing-item', which makes little sense. I would rather he just play a Wizard then, but that might lead to the party being 3 Wizards and a Rogue (since Wizard sounds cool and Fighter somehow sounds boring). When only 3 players will be present, that might mean I will have to run the game for a party of 3 Wizards, which will be extremely hard for them, since they are completely new to the game and will start at level 1 in Lost Mine of Phandelver. I am also very much against constant waiting around and long resting, which is a common "tactic" in cRPGs, but completely unrealistic in D&D.
Any good tips for transitioning these sorts of players into the low magic, more diplomatic D&D mentality for LMoP? Am I thinking like a bad, stubborn DM?
TL;DR
I'm looking for DM tips for an upcoming Session 0 about how to reconcile player's Diablo/cRPG-like mentality/expectations and get them more in line with the modern D&D style, without sounding like "my way or the highway". We are all first timers, players and DM (me) alike.
dnd-5e new-players new-gm system-introduction
New contributor
$endgroup$
I've checked for similar questions, but I can't find any. This is my first post. Sorry for the length, there's a TL;DR at the end.
Background
I have played most cRPGs on the market, but have never player a TTRPG before. I've been reading and watching a lot about D&D 5e for quite some time now, so I think I have a decent grasp of the rules and style of play I'd enjoy (low magic, realistic, living world). I've bought the Starter Pack and some additional things (like card packs for specific classes and dice) to make it easier for everyone. I'm planning on introducing 4-5 gamer friends to TTRPGs via D&D 5e in a couple of weeks and am planning on doing a Session 0 in order to hopefully get everyone on the same page. Everyone is a gamer in one way or another and for the past 3-4 years we've played many different board games (including Descent and Gloomhaven) together.
The problem
My question is mostly aimed at two of the players, who I fear will have trouble differentiating TTRPGs from games like Diablo and other, D&D-like cRPGs. I don't have very high RP expectations from anyone, but I fear the pair will push the whole group into the murder hobo style, completely bypassing many social encounters/options. The other problem I'm fearing is the 'kill and loot' style of video games. If they kill 10 goblins, they will expect to loot 10 short swords and bows to sell them in town later. While I understand there are weight restrictions, I'm looking for some tips to avoid such mentality in the first place.
One of the players also remarked, in response to my suggestion that everyone should pick a pre-made character for our first couple of sessions, that he wouldn't mind playing a Fighter, as I can just give him some 'fireball throwing-item', which makes little sense. I would rather he just play a Wizard then, but that might lead to the party being 3 Wizards and a Rogue (since Wizard sounds cool and Fighter somehow sounds boring). When only 3 players will be present, that might mean I will have to run the game for a party of 3 Wizards, which will be extremely hard for them, since they are completely new to the game and will start at level 1 in Lost Mine of Phandelver. I am also very much against constant waiting around and long resting, which is a common "tactic" in cRPGs, but completely unrealistic in D&D.
Any good tips for transitioning these sorts of players into the low magic, more diplomatic D&D mentality for LMoP? Am I thinking like a bad, stubborn DM?
TL;DR
I'm looking for DM tips for an upcoming Session 0 about how to reconcile player's Diablo/cRPG-like mentality/expectations and get them more in line with the modern D&D style, without sounding like "my way or the highway". We are all first timers, players and DM (me) alike.
dnd-5e new-players new-gm system-introduction
dnd-5e new-players new-gm system-introduction
New contributor
New contributor
edited 8 hours ago
mdrichey
1,843741
1,843741
New contributor
asked 9 hours ago
ZigaZiga
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1 Answer
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$begingroup$
I did quite a bit of research before starting DM ing the Lost Mines. It's my first time DMing and everything has gone okay so far. Hopefully this answer is topical.
I had a session 0 woth my players. We basically used the "ride fromNeverwinter to Phandelin" as our session 0. I didn't devote enough time to that, because I didn't have a good session 0 format I was working off. I knew enough about the adventure, but didn't give concise direction on what type of adventure we were having.
If I were you, and needed a format for my Session 0 talk, I would use the Same Page Tool, which I was reccomended on this very site. It poses some targeted questions for you to discuss at lengths with you players to see what everyones expectations even are. Very helpful in my opinion.
https://bankuei.wordpress.com/2010/03/27/the-same-page-tool/
I don't have very high RP expectations from anyone, but I fear the pair will push the whole group into the murder hobo style, completely bypassing many social encounters/options.
LMoP is actually a great start for combat hungry players. If that's not the type of game you'd enjoy DMing, then you should explain that. Otherwise they should feel right at home
The other problem I'm fearing is the 'kill and loot' style of video games. If they kill 10 goblins, they will expect to loot 10 short swords and bows to sell them in town later.
Just narrate what happens. Let them try things that don't work.
You hand the town armorer the jagged goblin sword, the blade rusting from blood
'Where did you find this?' She asks
'oh in a nearby cave' your buddy says, 'we also found this wagonful of loot'.
The mechant droops her head, 'so it is true, they're all dead';
'hrm?' Your buddy inquires.
'Thank you for retrieving the shops goods, I truly appreciate that, but please, get these weapons, stained already too much of my peoples blood out of my sight'
she pushes you through the shop door, tears welling in her eyes as you stand in a vacant street with your hands full of goblin weapons
Let them know that when it comes to loot, there may not always be a buyer. Make that clear at the start of the campaign. When they get cheeky, drop a moral nuke on them, make their actions have consequences. Cite the Session 0 you had with them earlier as jutification "I told you guys not everyone is going to be interested in swords that have felled their families, items that have ruined their lives, etc" they will learn, or whatever.
I fear the pair will push the whole group into the murder hobo style, completely bypassing many social encounters/options
Lost Mines will probably kill them naturally. Let them know you won't be pulling punches. During your session 0 explain that one great reason to use premades is that they may die, and that is a great way to learn the game. If you don't let their dumb decisions kill them, you won't be doing them any favors for learning the game, or any favors for yourself making an interesting story. Just my humble opinion.
$endgroup$
1
$begingroup$
I'll except your answer since it covers most of what I've exposed in my admittedly chaotic question. After digging around for punishing long rest abuse, I've found some good ideas - more enemies (reinforcements), constant patrols (in dangerous areas) or even finding the place abandoned upon return, the opportunity simply missed by the adventurers (bad guys advance their plans unhindered, run away etc), depending on circumstance. I have no idea how to handle a very unbalanced party of 3 Wizards, but I hope it doesn't come to that. Will use your point on more 'expendable' premade chars. Thanks.
$endgroup$
– Ziga
6 hours ago
add a comment |
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1 Answer
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$begingroup$
I did quite a bit of research before starting DM ing the Lost Mines. It's my first time DMing and everything has gone okay so far. Hopefully this answer is topical.
I had a session 0 woth my players. We basically used the "ride fromNeverwinter to Phandelin" as our session 0. I didn't devote enough time to that, because I didn't have a good session 0 format I was working off. I knew enough about the adventure, but didn't give concise direction on what type of adventure we were having.
If I were you, and needed a format for my Session 0 talk, I would use the Same Page Tool, which I was reccomended on this very site. It poses some targeted questions for you to discuss at lengths with you players to see what everyones expectations even are. Very helpful in my opinion.
https://bankuei.wordpress.com/2010/03/27/the-same-page-tool/
I don't have very high RP expectations from anyone, but I fear the pair will push the whole group into the murder hobo style, completely bypassing many social encounters/options.
LMoP is actually a great start for combat hungry players. If that's not the type of game you'd enjoy DMing, then you should explain that. Otherwise they should feel right at home
The other problem I'm fearing is the 'kill and loot' style of video games. If they kill 10 goblins, they will expect to loot 10 short swords and bows to sell them in town later.
Just narrate what happens. Let them try things that don't work.
You hand the town armorer the jagged goblin sword, the blade rusting from blood
'Where did you find this?' She asks
'oh in a nearby cave' your buddy says, 'we also found this wagonful of loot'.
The mechant droops her head, 'so it is true, they're all dead';
'hrm?' Your buddy inquires.
'Thank you for retrieving the shops goods, I truly appreciate that, but please, get these weapons, stained already too much of my peoples blood out of my sight'
she pushes you through the shop door, tears welling in her eyes as you stand in a vacant street with your hands full of goblin weapons
Let them know that when it comes to loot, there may not always be a buyer. Make that clear at the start of the campaign. When they get cheeky, drop a moral nuke on them, make their actions have consequences. Cite the Session 0 you had with them earlier as jutification "I told you guys not everyone is going to be interested in swords that have felled their families, items that have ruined their lives, etc" they will learn, or whatever.
I fear the pair will push the whole group into the murder hobo style, completely bypassing many social encounters/options
Lost Mines will probably kill them naturally. Let them know you won't be pulling punches. During your session 0 explain that one great reason to use premades is that they may die, and that is a great way to learn the game. If you don't let their dumb decisions kill them, you won't be doing them any favors for learning the game, or any favors for yourself making an interesting story. Just my humble opinion.
$endgroup$
1
$begingroup$
I'll except your answer since it covers most of what I've exposed in my admittedly chaotic question. After digging around for punishing long rest abuse, I've found some good ideas - more enemies (reinforcements), constant patrols (in dangerous areas) or even finding the place abandoned upon return, the opportunity simply missed by the adventurers (bad guys advance their plans unhindered, run away etc), depending on circumstance. I have no idea how to handle a very unbalanced party of 3 Wizards, but I hope it doesn't come to that. Will use your point on more 'expendable' premade chars. Thanks.
$endgroup$
– Ziga
6 hours ago
add a comment |
$begingroup$
I did quite a bit of research before starting DM ing the Lost Mines. It's my first time DMing and everything has gone okay so far. Hopefully this answer is topical.
I had a session 0 woth my players. We basically used the "ride fromNeverwinter to Phandelin" as our session 0. I didn't devote enough time to that, because I didn't have a good session 0 format I was working off. I knew enough about the adventure, but didn't give concise direction on what type of adventure we were having.
If I were you, and needed a format for my Session 0 talk, I would use the Same Page Tool, which I was reccomended on this very site. It poses some targeted questions for you to discuss at lengths with you players to see what everyones expectations even are. Very helpful in my opinion.
https://bankuei.wordpress.com/2010/03/27/the-same-page-tool/
I don't have very high RP expectations from anyone, but I fear the pair will push the whole group into the murder hobo style, completely bypassing many social encounters/options.
LMoP is actually a great start for combat hungry players. If that's not the type of game you'd enjoy DMing, then you should explain that. Otherwise they should feel right at home
The other problem I'm fearing is the 'kill and loot' style of video games. If they kill 10 goblins, they will expect to loot 10 short swords and bows to sell them in town later.
Just narrate what happens. Let them try things that don't work.
You hand the town armorer the jagged goblin sword, the blade rusting from blood
'Where did you find this?' She asks
'oh in a nearby cave' your buddy says, 'we also found this wagonful of loot'.
The mechant droops her head, 'so it is true, they're all dead';
'hrm?' Your buddy inquires.
'Thank you for retrieving the shops goods, I truly appreciate that, but please, get these weapons, stained already too much of my peoples blood out of my sight'
she pushes you through the shop door, tears welling in her eyes as you stand in a vacant street with your hands full of goblin weapons
Let them know that when it comes to loot, there may not always be a buyer. Make that clear at the start of the campaign. When they get cheeky, drop a moral nuke on them, make their actions have consequences. Cite the Session 0 you had with them earlier as jutification "I told you guys not everyone is going to be interested in swords that have felled their families, items that have ruined their lives, etc" they will learn, or whatever.
I fear the pair will push the whole group into the murder hobo style, completely bypassing many social encounters/options
Lost Mines will probably kill them naturally. Let them know you won't be pulling punches. During your session 0 explain that one great reason to use premades is that they may die, and that is a great way to learn the game. If you don't let their dumb decisions kill them, you won't be doing them any favors for learning the game, or any favors for yourself making an interesting story. Just my humble opinion.
$endgroup$
1
$begingroup$
I'll except your answer since it covers most of what I've exposed in my admittedly chaotic question. After digging around for punishing long rest abuse, I've found some good ideas - more enemies (reinforcements), constant patrols (in dangerous areas) or even finding the place abandoned upon return, the opportunity simply missed by the adventurers (bad guys advance their plans unhindered, run away etc), depending on circumstance. I have no idea how to handle a very unbalanced party of 3 Wizards, but I hope it doesn't come to that. Will use your point on more 'expendable' premade chars. Thanks.
$endgroup$
– Ziga
6 hours ago
add a comment |
$begingroup$
I did quite a bit of research before starting DM ing the Lost Mines. It's my first time DMing and everything has gone okay so far. Hopefully this answer is topical.
I had a session 0 woth my players. We basically used the "ride fromNeverwinter to Phandelin" as our session 0. I didn't devote enough time to that, because I didn't have a good session 0 format I was working off. I knew enough about the adventure, but didn't give concise direction on what type of adventure we were having.
If I were you, and needed a format for my Session 0 talk, I would use the Same Page Tool, which I was reccomended on this very site. It poses some targeted questions for you to discuss at lengths with you players to see what everyones expectations even are. Very helpful in my opinion.
https://bankuei.wordpress.com/2010/03/27/the-same-page-tool/
I don't have very high RP expectations from anyone, but I fear the pair will push the whole group into the murder hobo style, completely bypassing many social encounters/options.
LMoP is actually a great start for combat hungry players. If that's not the type of game you'd enjoy DMing, then you should explain that. Otherwise they should feel right at home
The other problem I'm fearing is the 'kill and loot' style of video games. If they kill 10 goblins, they will expect to loot 10 short swords and bows to sell them in town later.
Just narrate what happens. Let them try things that don't work.
You hand the town armorer the jagged goblin sword, the blade rusting from blood
'Where did you find this?' She asks
'oh in a nearby cave' your buddy says, 'we also found this wagonful of loot'.
The mechant droops her head, 'so it is true, they're all dead';
'hrm?' Your buddy inquires.
'Thank you for retrieving the shops goods, I truly appreciate that, but please, get these weapons, stained already too much of my peoples blood out of my sight'
she pushes you through the shop door, tears welling in her eyes as you stand in a vacant street with your hands full of goblin weapons
Let them know that when it comes to loot, there may not always be a buyer. Make that clear at the start of the campaign. When they get cheeky, drop a moral nuke on them, make their actions have consequences. Cite the Session 0 you had with them earlier as jutification "I told you guys not everyone is going to be interested in swords that have felled their families, items that have ruined their lives, etc" they will learn, or whatever.
I fear the pair will push the whole group into the murder hobo style, completely bypassing many social encounters/options
Lost Mines will probably kill them naturally. Let them know you won't be pulling punches. During your session 0 explain that one great reason to use premades is that they may die, and that is a great way to learn the game. If you don't let their dumb decisions kill them, you won't be doing them any favors for learning the game, or any favors for yourself making an interesting story. Just my humble opinion.
$endgroup$
I did quite a bit of research before starting DM ing the Lost Mines. It's my first time DMing and everything has gone okay so far. Hopefully this answer is topical.
I had a session 0 woth my players. We basically used the "ride fromNeverwinter to Phandelin" as our session 0. I didn't devote enough time to that, because I didn't have a good session 0 format I was working off. I knew enough about the adventure, but didn't give concise direction on what type of adventure we were having.
If I were you, and needed a format for my Session 0 talk, I would use the Same Page Tool, which I was reccomended on this very site. It poses some targeted questions for you to discuss at lengths with you players to see what everyones expectations even are. Very helpful in my opinion.
https://bankuei.wordpress.com/2010/03/27/the-same-page-tool/
I don't have very high RP expectations from anyone, but I fear the pair will push the whole group into the murder hobo style, completely bypassing many social encounters/options.
LMoP is actually a great start for combat hungry players. If that's not the type of game you'd enjoy DMing, then you should explain that. Otherwise they should feel right at home
The other problem I'm fearing is the 'kill and loot' style of video games. If they kill 10 goblins, they will expect to loot 10 short swords and bows to sell them in town later.
Just narrate what happens. Let them try things that don't work.
You hand the town armorer the jagged goblin sword, the blade rusting from blood
'Where did you find this?' She asks
'oh in a nearby cave' your buddy says, 'we also found this wagonful of loot'.
The mechant droops her head, 'so it is true, they're all dead';
'hrm?' Your buddy inquires.
'Thank you for retrieving the shops goods, I truly appreciate that, but please, get these weapons, stained already too much of my peoples blood out of my sight'
she pushes you through the shop door, tears welling in her eyes as you stand in a vacant street with your hands full of goblin weapons
Let them know that when it comes to loot, there may not always be a buyer. Make that clear at the start of the campaign. When they get cheeky, drop a moral nuke on them, make their actions have consequences. Cite the Session 0 you had with them earlier as jutification "I told you guys not everyone is going to be interested in swords that have felled their families, items that have ruined their lives, etc" they will learn, or whatever.
I fear the pair will push the whole group into the murder hobo style, completely bypassing many social encounters/options
Lost Mines will probably kill them naturally. Let them know you won't be pulling punches. During your session 0 explain that one great reason to use premades is that they may die, and that is a great way to learn the game. If you don't let their dumb decisions kill them, you won't be doing them any favors for learning the game, or any favors for yourself making an interesting story. Just my humble opinion.
answered 8 hours ago
Tyler GubalaTyler Gubala
27319
27319
1
$begingroup$
I'll except your answer since it covers most of what I've exposed in my admittedly chaotic question. After digging around for punishing long rest abuse, I've found some good ideas - more enemies (reinforcements), constant patrols (in dangerous areas) or even finding the place abandoned upon return, the opportunity simply missed by the adventurers (bad guys advance their plans unhindered, run away etc), depending on circumstance. I have no idea how to handle a very unbalanced party of 3 Wizards, but I hope it doesn't come to that. Will use your point on more 'expendable' premade chars. Thanks.
$endgroup$
– Ziga
6 hours ago
add a comment |
1
$begingroup$
I'll except your answer since it covers most of what I've exposed in my admittedly chaotic question. After digging around for punishing long rest abuse, I've found some good ideas - more enemies (reinforcements), constant patrols (in dangerous areas) or even finding the place abandoned upon return, the opportunity simply missed by the adventurers (bad guys advance their plans unhindered, run away etc), depending on circumstance. I have no idea how to handle a very unbalanced party of 3 Wizards, but I hope it doesn't come to that. Will use your point on more 'expendable' premade chars. Thanks.
$endgroup$
– Ziga
6 hours ago
1
1
$begingroup$
I'll except your answer since it covers most of what I've exposed in my admittedly chaotic question. After digging around for punishing long rest abuse, I've found some good ideas - more enemies (reinforcements), constant patrols (in dangerous areas) or even finding the place abandoned upon return, the opportunity simply missed by the adventurers (bad guys advance their plans unhindered, run away etc), depending on circumstance. I have no idea how to handle a very unbalanced party of 3 Wizards, but I hope it doesn't come to that. Will use your point on more 'expendable' premade chars. Thanks.
$endgroup$
– Ziga
6 hours ago
$begingroup$
I'll except your answer since it covers most of what I've exposed in my admittedly chaotic question. After digging around for punishing long rest abuse, I've found some good ideas - more enemies (reinforcements), constant patrols (in dangerous areas) or even finding the place abandoned upon return, the opportunity simply missed by the adventurers (bad guys advance their plans unhindered, run away etc), depending on circumstance. I have no idea how to handle a very unbalanced party of 3 Wizards, but I hope it doesn't come to that. Will use your point on more 'expendable' premade chars. Thanks.
$endgroup$
– Ziga
6 hours ago
add a comment |
Ziga is a new contributor. Be nice, and check out our Code of Conduct.
Ziga is a new contributor. Be nice, and check out our Code of Conduct.
Ziga is a new contributor. Be nice, and check out our Code of Conduct.
Ziga is a new contributor. Be nice, and check out our Code of Conduct.
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