As a new DM...
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- Captain tycho
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As a new DM...
..I need some advice. I finally found a group of people into D&D in the area, and we are all meeting in several days to begin our first session. I have everything I need to begin, but I am stuck on several problems. (Since this is the Gaming forum, I suppose this is the right place to ask.)
1. I need a comprehensive and easy-to-use PC generator program and a DM-buddy type program. I've dled numerous ones, but they are either too simple or too complex for my tastes. I don't have the time to simply roll out dozens of NPCs and write their stats on paper, and for mapmaking, well, lets just say my drawing skills are 'subpar'.
2. The plot. I simply have no idea where to start. My campaign is set in the Forgotten Realm's setting, and I'm brimming with ideas, but I simply cannot seem to get my ideas onto paper. Everytime I do get something down, I reread it and it simply seems silly or just plain generic. I could defintely use some suggestions on how to set things rolling.
Keep in mind I don't have time to write out anything by hand, thus I'm relying on computerized helpers.
1. I need a comprehensive and easy-to-use PC generator program and a DM-buddy type program. I've dled numerous ones, but they are either too simple or too complex for my tastes. I don't have the time to simply roll out dozens of NPCs and write their stats on paper, and for mapmaking, well, lets just say my drawing skills are 'subpar'.
2. The plot. I simply have no idea where to start. My campaign is set in the Forgotten Realm's setting, and I'm brimming with ideas, but I simply cannot seem to get my ideas onto paper. Everytime I do get something down, I reread it and it simply seems silly or just plain generic. I could defintely use some suggestions on how to set things rolling.
Keep in mind I don't have time to write out anything by hand, thus I'm relying on computerized helpers.
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you dont need to write them all out. Just BS them, you only need to write out the major ones, otherwise you can just use te monster manual.
Depends on what level you guys are starting at, but you could always use the good old "We lived in a twn that was butchered by x and now we want revenge"
or
"Evil guy, powerful artifact, must stop him"
Depends on what level you guys are starting at, but you could always use the good old "We lived in a twn that was butchered by x and now we want revenge"
or
"Evil guy, powerful artifact, must stop him"
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Let me see if I can help you on the idea path
A few of the less common ones to impress your group with
Good but acutaly Evil Person(King, Lord, Judge whatever) hires party to go kill the evil Necomancer/Wizard/Priest/Whatever at the Old Ruin/Run Down Town/Woods/Cave but when they get to the Whatever they find the Evil Whatever is acutaly the Good guy and the Good but acutal Evil person has hired quite a few people to try and kill the Good guy and after all this is layed out send a second team of NPC hit-men in forceing the party to either race them to the kill or defend the acutaly good guy
A few ideas for how he can be evil but seem good
For example him slaughtering a Inn full of people(Who happen to be evil in some way) is a good one, Or Kill the Lord/Duke/Other ?Important Person
For example it gives a heck of an impression of you good guy if he walks up and stabs the Priest in the middle of service, Nevermind if he was acutaly a follower of some evil god and plan to sacrafice the whole church later that night
A few of the less common ones to impress your group with
Good but acutaly Evil Person(King, Lord, Judge whatever) hires party to go kill the evil Necomancer/Wizard/Priest/Whatever at the Old Ruin/Run Down Town/Woods/Cave but when they get to the Whatever they find the Evil Whatever is acutaly the Good guy and the Good but acutal Evil person has hired quite a few people to try and kill the Good guy and after all this is layed out send a second team of NPC hit-men in forceing the party to either race them to the kill or defend the acutaly good guy
A few ideas for how he can be evil but seem good
For example him slaughtering a Inn full of people(Who happen to be evil in some way) is a good one, Or Kill the Lord/Duke/Other ?Important Person
For example it gives a heck of an impression of you good guy if he walks up and stabs the Priest in the middle of service, Nevermind if he was acutaly a follower of some evil god and plan to sacrafice the whole church later that night
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There's a tycho at PA who recently became a DM? Freaky. But that is certainly not me. I haven't even visited PA.DPDarkPrimus wrote:Sure... play dumb... (Penny Arcade)Captain tycho wrote:PA's?DPDarkPrimus wrote:I swear, you're PA's Tycho... I mean, he started being a DM just recently...
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Re: As a new DM...
There's the PC generator program that comes with the PHB (at least, it came with mine), but obviously you don't have access to it for some strange reason. I can't help with programs.Captain tycho wrote:1. I need a comprehensive and easy-to-use PC generator program and a DM-buddy type program. I've dled numerous ones, but they are either too simple or too complex for my tastes. I don't have the time to simply roll out dozens of NPCs and write their stats on paper, and for mapmaking, well, lets just say my drawing skills are 'subpar'.
But some tips: don't roll for NPCs (unless they're going to be major, and I mean major - regular or semi-regular party members or the setpiece villian/kingpin/bossman and his lieutenants). If you want stats for NPCs use the default point-buy system: 15, 14, 13, 12 10, 8. Instant ability scores. Throw them in wherever the NPC needs them. Street thug? 15 in Str, 8 in Cha, and everything else in-between. Elven Archer? 15 in Dex, 10 in Con. Officious Expert? Put the high scores in the mental abilities and the low scores in the physical abilities. Everything else (skills, feats, equipment etc), wing it. You're not required to tell the PCs the stats and abilities of the NPCs, unless they happen to be regular party members in their own right (and even then, you should roleplay such revelations rather than tell them OOC).
As for maps, you don't have to be fucking michelangelo dude. Just draw something that looks like a floor plan. Add traps here and there. Make sure you mark down the type of trap and it's DC. Mark which rooms are barracks, the armoury, the prison pit and the loo. Go from there. It doesn't have to be super detailed or have an architectural history - such details can be adlibbed in during the game (if you want to do that, and the PCs more importantly want to sit around and listen to that).
The DMG has 100 adventure ideas that can be useful to you. I can't think of any computerised help in this regard. Writing down a plot is one of those tasks which requires elbow grease, and sometimes burning the midnight oil ('cause it can take some time getting things 'right' before you're finally sick of the fucking thing).2. The plot. I simply have no idea where to start. My campaign is set in the Forgotten Realm's setting, and I'm brimming with ideas, but I simply cannot seem to get my ideas onto paper. Everytime I do get something down, I reread it and it simply seems silly or just plain generic. I could defintely use some suggestions on how to set things rolling.
You've got a setting, I take it? FR is the setting, so I'm assuming you're familiar with it? If you're familiar with the setting then setting up adventures in it becomes so much more easier.
Once the setting is taken care of, form a plot to take part in it. Don't plan it all out in excruitiating detail, because the PCs will fuck your plans up something shocking. ("The doors open... and there stands Darth Maul!" PC: "I shoot him with my blaster cannon. Hey, a natural 20! Another roll... and I hit! Let's roll damage... wow, Maxed damage! That means I deal [some stupidly excessive] points of damage! What does that do to the ol' horny devil?" GM tears up another villian character sheet...)
If you want to develop a far-ranging plot then keep things as loose as possible, but with a general goal in sight. Don't for instance over-rely on one villian. Maybe the PCs will butcher him in the first encounter. If such is the case, modify the plot to take this into account. Maybe the villian was actually a low-ranking member of some dark cult? Maybe the villian's apprentice betrayed the master (go back and re-read the session summaries - always record what happens in a session, especially if it doesn't go according to plan! - maybe the PCs were originally put on the quest by a shadowy figure, or some Cleric who they met wandering on the road, or whoever is essentially a throw-away NPC. That guy is now elevated in importance) and picks up the slack. Maybe he was never that impressive a villian in the first place, rather a flunkie for the evil organisation etc.
If you want a self-consistent storyline then plan out the beginning, middle and end. At least the important scenes. Think of B5 - a lot of it filler, with a few 'wow' episodes here and there. Plan out the 'wow' scenes for your game, leave the filler up to the PCs. They can do whatever the fuck they want 90% of the time, but when they face Skeletor in the Doomcastle then such-and-such WILL happen. Also, don't tell your players this. It should go without saying, but some DMs forget.
You're essentially a storyteller, and the PCs are semi-autonomous characters in the story-world. This doesn't mean they are completely empowered though - shit can still happen to them, and there maybe nothing they can do to stop it. In fact, it's a good opportunity to role-play - when something happens to their characters, the PCs will be forced to react to something. Enlightened self-interest takes care of the rest (naturally, the PCs initial reaction may very well be to "burn everything in sight, worry about it later" - try to curb such destructive tendencies the second they happen - I had a player who had the "quickdraw" syndrome. The first time he did it I made sure that drawing a sword, in the middle of a civilised town, wasn't a good idea).
This is all I can think of right now. Hope it helps, but it may not be the kind of help you asked for.
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Re: As a new DM...
I haven't GMed D&D for years and years, but I had the same problem as you trying to find a PC generator. I don't think a good one exists. You say you're a new DM, but are you an experienced player? Because if you're familiar with the system you can just pull stats out of your ass on the spot. Only major NPCs and spellcasters (for whom you need to know which spells they have on hand) need to be pre-written up.Captain tycho wrote:..I need some advice. I finally found a group of people into D&D in the area, and we are all meeting in several days to begin our first session. I have everything I need to begin, but I am stuck on several problems. (Since this is the Gaming forum, I suppose this is the right place to ask.)
1. I need a comprehensive and easy-to-use PC generator program and a DM-buddy type program. I've dled numerous ones, but they are either too simple or too complex for my tastes. I don't have the time to simply roll out dozens of NPCs and write their stats on paper, and for mapmaking, well, lets just say my drawing skills are 'subpar'.
If you're not comfortable with that, you can come up with a few generic write-ups based on the intended difficulty of the creature. My players have never noticed that most NPCs had the same stats, and yours won't either
As for mapping, there's some great stuff at Irony Games. I've found their stuff useful on several occasions.
I don't even come up with stories anymore. I just kind of let the players decide what goes on at first admist a basic framework and then try and figure out what would be best from session to session. But that won't work for a new GM I don't think.2. The plot. I simply have no idea where to start. My campaign is set in the Forgotten Realm's setting, and I'm brimming with ideas, but I simply cannot seem to get my ideas onto paper. Everytime I do get something down, I reread it and it simply seems silly or just plain generic. I could defintely use some suggestions on how to set things rolling.
Keep in mind I don't have time to write out anything by hand, thus I'm relying on computerized helpers.
Still, if you can, it really makes your life easy. You can be lazy as hell and still tell a good story that way.
As for story ideas, most of the generic ideas that others have mentioned in the thread would work, but it depends on the jadedness of your players whether that will be well received or not. If it were me playing and somebody started explaining about how there was an ancient evil awakening and we needed a powerful artifact to defeat him, etc. I'd get bored almost immediately, but I suspect most players wouldn't mind.
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An overall plot should be allowed to develop from the PC's.. They'll come up with their own goals and plans, most of hte time. I find it best the very first adventure to be a simple mercenary action, using the tables in the DMG for random encounters and stuff in it. Basic? Yes. But if you roll up two dragons in the two back rooms, you can think about why two wyrmlings(The same colour? Or are they different colours, working together? Why?) be in this place. It worked in a few of my games.
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A very good place to start is asking your players what kind of campaign they want.
Do they want intrigue, stealth and plotting, with the PCs always off balance and never knowing wha to expect next? Or non-stop, epic battles with their continued survival constantly in question?
Moral ambiguity, with quests given to the PCs from corrupt monarchs, or straight good and evil "Kill the evil wizard before he destroys your town"?
Any locales the players find interesting? What kind of characters are they playing? That kind of thing can make a good jumping off point.
http://members.aol.com/essuncius/cover.html is an excellent guide.
Do they want intrigue, stealth and plotting, with the PCs always off balance and never knowing wha to expect next? Or non-stop, epic battles with their continued survival constantly in question?
Moral ambiguity, with quests given to the PCs from corrupt monarchs, or straight good and evil "Kill the evil wizard before he destroys your town"?
Any locales the players find interesting? What kind of characters are they playing? That kind of thing can make a good jumping off point.
http://members.aol.com/essuncius/cover.html is an excellent guide.
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...Speaking of which..... We need to finish that little run. I wanna find out why so many Black Dragons are congregating in that area!SirNitram wrote:An overall plot should be allowed to develop from the PC's.. They'll come up with their own goals and plans, most of hte time. I find it best the very first adventure to be a simple mercenary action, using the tables in the DMG for random encounters and stuff in it. Basic? Yes. But if you roll up two dragons in the two back rooms, you can think about why two wyrmlings(The same colour? Or are they different colours, working together? Why?) be in this place. It worked in a few of my games.
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Me: Nope, that's why I have you around to tell me.
Nitram: You -are- beautiful. Anyone tries to tell you otherwise kill them.
"A life is like a garden. Perfect moments can be had, but not preserved, except in memory. LLAP" -- Leonard Nimoy, last Tweet
Don't bother to roll. Just come up with the numbers in your head and wing it.
As for a plot, I think about a movie that I really liked, use the plot as the seed, and then let my imagination run wild.
For example, I once had my players on a world where undead were everywhere, and the main enemy was a minotaur vampire that whipped ass. Where did I get the idea? "Night of the Living Dead" of course.
As for a plot, I think about a movie that I really liked, use the plot as the seed, and then let my imagination run wild.
For example, I once had my players on a world where undead were everywhere, and the main enemy was a minotaur vampire that whipped ass. Where did I get the idea? "Night of the Living Dead" of course.
Chris: "Way to go dad, fight the machine"
Stewie: "How do you know about the machine?"
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Stewie: "How do you know about the machine?"
--
"I object to you. I object to intellect without discipline. I object to power without constructive purpose."
-Spock, 'The Squire of Gothos'
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"I'm only 56? Damn, I'll have to get a fake ID to rent ultra-porn".
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Quiet! Players arn't allowed to know that!Don't bother to roll. Just come up with the numbers in your head and wing it.
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Nitram was having fun using the Dungeon Creation Tables in the back of the DM's Guide....
Of course, he kept rolling for a Dragon to appear...
Of course, he kept rolling for a Dragon to appear...
Nitram, slightly high on cough syrup: Do you know you're beautiful?
Me: Nope, that's why I have you around to tell me.
Nitram: You -are- beautiful. Anyone tries to tell you otherwise kill them.
"A life is like a garden. Perfect moments can be had, but not preserved, except in memory. LLAP" -- Leonard Nimoy, last Tweet
Me: Nope, that's why I have you around to tell me.
Nitram: You -are- beautiful. Anyone tries to tell you otherwise kill them.
"A life is like a garden. Perfect moments can be had, but not preserved, except in memory. LLAP" -- Leonard Nimoy, last Tweet
I was only talking about the NPC creation. Of course you should roll your hits and saves, unless you want to be evil.lazerus wrote:Quiet! Players arn't allowed to know that!Don't bother to roll. Just come up with the numbers in your head and wing it.
Chris: "Way to go dad, fight the machine"
Stewie: "How do you know about the machine?"
--
"I object to you. I object to intellect without discipline. I object to power without constructive purpose."
-Spock, 'The Squire of Gothos'
--
"I'm only 56? Damn, I'll have to get a fake ID to rent ultra-porn".
-Professor Farnsworth, "Teenage Mutant Leela's Hurdles"
Stewie: "How do you know about the machine?"
--
"I object to you. I object to intellect without discipline. I object to power without constructive purpose."
-Spock, 'The Squire of Gothos'
--
"I'm only 56? Damn, I'll have to get a fake ID to rent ultra-porn".
-Professor Farnsworth, "Teenage Mutant Leela's Hurdles"
Get a copy of the DMG if you are playing D20
They have basic stats for each level of the core classes in there.
Just variate the hpts by level - levelx2 hitpoints either way (i.e instead of 15 hit points at 2nd level, a 2nd level fighter with 8 - 24).
Make up a generic feat list by level for them, generic skills by level (if you care) and off you go
i.e
Fighter level
1: Power Attack, Weapon Focus (Weapon of Choice)
2: Cleave
3: Dodge
4: Weapon Speacilization (Weapon of Choice)
5: Mobility
6: Spring Attack, Cleave
8: Improved Critical (Weapon of Choice)
9: Whirlwind Attack
Well, that's fighters for level 1 - 9 done....
As for finding a good PC/NPC program out there:
You won't
E-Tools was a frigging joke, and PC-GEN is the clunkiest thing I've seen since we replaced the tires on an old broken down station wagon with concreate...
That's why I've been writing my own. Unfortuantely my PC did the 'crash and burn' and I've had to restart from stratch.
They have basic stats for each level of the core classes in there.
Just variate the hpts by level - levelx2 hitpoints either way (i.e instead of 15 hit points at 2nd level, a 2nd level fighter with 8 - 24).
Make up a generic feat list by level for them, generic skills by level (if you care) and off you go
i.e
Fighter level
1: Power Attack, Weapon Focus (Weapon of Choice)
2: Cleave
3: Dodge
4: Weapon Speacilization (Weapon of Choice)
5: Mobility
6: Spring Attack, Cleave
8: Improved Critical (Weapon of Choice)
9: Whirlwind Attack
Well, that's fighters for level 1 - 9 done....
As for finding a good PC/NPC program out there:
You won't
E-Tools was a frigging joke, and PC-GEN is the clunkiest thing I've seen since we replaced the tires on an old broken down station wagon with concreate...
That's why I've been writing my own. Unfortuantely my PC did the 'crash and burn' and I've had to restart from stratch.
Ever since CodeMonkey Publishing took over, E-tools has been getting better. Its at version 1.41, and the new version 2 (which is being done from scratch) should be a lot better.Solauren wrote:Get a copy of the DMG if you are playing D20
They have basic stats for each level of the core classes in there.
Just variate the hpts by level - levelx2 hitpoints either way (i.e instead of 15 hit points at 2nd level, a 2nd level fighter with 8 - 24).
Make up a generic feat list by level for them, generic skills by level (if you care) and off you go
i.e
Fighter level
1: Power Attack, Weapon Focus (Weapon of Choice)
2: Cleave
3: Dodge
4: Weapon Speacilization (Weapon of Choice)
5: Mobility
6: Spring Attack, Cleave
8: Improved Critical (Weapon of Choice)
9: Whirlwind Attack
Well, that's fighters for level 1 - 9 done....
As for finding a good PC/NPC program out there:
You won't
E-Tools was a frigging joke, and PC-GEN is the clunkiest thing I've seen since we replaced the tires on an old broken down station wagon with concreate...
That's why I've been writing my own. Unfortuantely my PC did the 'crash and burn' and I've had to restart from stratch.
Chris: "Way to go dad, fight the machine"
Stewie: "How do you know about the machine?"
--
"I object to you. I object to intellect without discipline. I object to power without constructive purpose."
-Spock, 'The Squire of Gothos'
--
"I'm only 56? Damn, I'll have to get a fake ID to rent ultra-porn".
-Professor Farnsworth, "Teenage Mutant Leela's Hurdles"
Stewie: "How do you know about the machine?"
--
"I object to you. I object to intellect without discipline. I object to power without constructive purpose."
-Spock, 'The Squire of Gothos'
--
"I'm only 56? Damn, I'll have to get a fake ID to rent ultra-porn".
-Professor Farnsworth, "Teenage Mutant Leela's Hurdles"
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Well, being a college student with waaaay too much time on his hands, I roll up every NPC, spend every skill point, and rough sketch a background story. With my players, you never know who they're going to suspect and do a background check on next. So I can't help you there.
Forgotten Realms, is it? *SPOILERS* (In case any of your players, or any players who's DM plans on using this, frequent the board.)
Okay, here's the scoop. If you want to be really evil, dump them in Westgate. The place is basically run by the thieves' guild (the Night Masks) which is in turn run by vampires with ambitions to rule the Dragon Coast. (The guild burglars and thugs on the street don't know this, of course.) If they're "root out the evil" sorts, they can work their way up the ranks as they level, though they can expect hard fights once Orbakh and his vampires catch on. The church of Tyr has a large temple in the city, the Abbey of the Blinding Truth. Its a recent construction, placed there to spread justice to the city. The High Lord Abbot of the temple suspects a vampire infestation, but hasn't shared his suspicions with anyone. For now his monks tangle with the thieves at night while his paladins guard the temple and patrol during the day. The Abbey is within walking distance of the House of Spires and Shadows, the major church of Mask, making for immense amounts of fun. They could use the abbey as their base of operations if they're on good terms with the church of Tyr. Otherwise, they better look out for assassins in the night. For further info on Westgate, the Night Masks, and the Abbey, I suggest getting ahold of the books Lords of Darkness and Magic of Faerun if you have the money. They're both generally useful, and particularly useful for the plot outlined above. That's just a general sketch, of course. The rest is up to you and what style of campaign you want to run.
If you don't like that one, I got more. Just ask.
Forgotten Realms, is it? *SPOILERS* (In case any of your players, or any players who's DM plans on using this, frequent the board.)
Okay, here's the scoop. If you want to be really evil, dump them in Westgate. The place is basically run by the thieves' guild (the Night Masks) which is in turn run by vampires with ambitions to rule the Dragon Coast. (The guild burglars and thugs on the street don't know this, of course.) If they're "root out the evil" sorts, they can work their way up the ranks as they level, though they can expect hard fights once Orbakh and his vampires catch on. The church of Tyr has a large temple in the city, the Abbey of the Blinding Truth. Its a recent construction, placed there to spread justice to the city. The High Lord Abbot of the temple suspects a vampire infestation, but hasn't shared his suspicions with anyone. For now his monks tangle with the thieves at night while his paladins guard the temple and patrol during the day. The Abbey is within walking distance of the House of Spires and Shadows, the major church of Mask, making for immense amounts of fun. They could use the abbey as their base of operations if they're on good terms with the church of Tyr. Otherwise, they better look out for assassins in the night. For further info on Westgate, the Night Masks, and the Abbey, I suggest getting ahold of the books Lords of Darkness and Magic of Faerun if you have the money. They're both generally useful, and particularly useful for the plot outlined above. That's just a general sketch, of course. The rest is up to you and what style of campaign you want to run.
If you don't like that one, I got more. Just ask.
- Captain tycho
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First sessions is in about another week. So far, I have come up with the following plot for my PC's. (By the way, they are ALL at least evil or neutral, no goodies in this group. ) This is just a rough-draft so far, and suggestions and comments will be accepted.
The PC's start off in Luskan as members of an infamous mercenary group called the Enders. The PCs have been recruited by Luskan's mage guild, the Arcane Brotherhood, to help oversee some 'negotiations' with a Thayan slave caravan. The Brotherhood plans on using these slaves as guinea pigs for their magical experiments. However, powerful figures in Waterdeep got ear of this transaction and are planning a raid just as the Thayans and the Brotherhood are meet with each other. The night of the meeting, a group of soldiers breaks in to the meeting hall and wreak havoc. Both sides blame each other for the attack, and then they both begin hurling spells back and forth, with the PCs caught between in the middle of it all. After they make it out of the meeting hall alive (supposedly ) they find themselves surrounded by more soldiers, with halberds and crossbows leveled straight at them. And that's all I have so far. Good/bad, generic/original?
The PC's start off in Luskan as members of an infamous mercenary group called the Enders. The PCs have been recruited by Luskan's mage guild, the Arcane Brotherhood, to help oversee some 'negotiations' with a Thayan slave caravan. The Brotherhood plans on using these slaves as guinea pigs for their magical experiments. However, powerful figures in Waterdeep got ear of this transaction and are planning a raid just as the Thayans and the Brotherhood are meet with each other. The night of the meeting, a group of soldiers breaks in to the meeting hall and wreak havoc. Both sides blame each other for the attack, and then they both begin hurling spells back and forth, with the PCs caught between in the middle of it all. After they make it out of the meeting hall alive (supposedly ) they find themselves surrounded by more soldiers, with halberds and crossbows leveled straight at them. And that's all I have so far. Good/bad, generic/original?
Captain Tycho!
The worst fucker ever!
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The worst fucker ever!
The Best reciever ever!
Well it's original to my eyes. I've never played or GMed a group who was evil, though neutral players (especially the fuckers who go chaotic neutral) can be insane. It can be hard to play a Lawful Good Monk who has to work with a Chaotic Neutral Rogue/Cleric (and one who's a bit of an arse - and not much of a role player too I might add). There were times I nearly let loose with the ninja death skills.Captain tycho wrote:*snip*
As long as you refrain from the "GM-Saves" the game ought to be fine. For instance, if the PCs are supposed to kill those soldiers who've surrounded them, then they're in for a rough night of action - and doubtful whether or not they'll survive.
I take it the Luskan Mage Guild is an evil or dispassionate neutral organisation? And the opponents who came to sabotage the meeting are similar in alignment? Instead of having a Good versus Evil thing, or even a Evil versus Evil thing you could always have the Neutral guys versus the other Neutral guys, and make the conflict more realistic by basing it on resources etc. The extremes work for PCs but I can't see them working for an organisation, which will have to be smack dab in the middle - either LN or TN.
Anyway, good luck.