So I've been wanting to make dnd campagin for a while now. I have plot idea and I due to improvements in my writing skills, I think I have the consitenncy to keeep it up.
Though, I have only played dnd once before and that was years ago. I don't really know all the rules and while I know that most people who play it probably don't remember all the rules on top of their heads, I don't even know the basics orr what the basic entiles. Do you guys know the basic rules I need know to run a 3.5 version dnd campaign? I remembered that I once looked up a lot of stuff wheen as was about to join a campaign but has forgotten them now and also I thinnk it was incomplete.
Of coourse, I don't want you to waste your time spoonfeeding me all the details. I just have problem with sorting amoung the information which is important to know for being able to play and which are not.
I kind of just wanna play on the fly. Do you guys think that that would be possible? Like, ifyou just remained me of the rules when one needs them and I basically learn from you guys during the play.
Like, "Dude, here your suppose to tell me to roll a constitution check," or something.
Anyway, I have setting and a storyhook and very much ending. While I don't know how or anything of the ending since that is created by the players, I do know the main goal and mission the story is based upon so you know you can tell when the adventure is over.
I will do it very casually, in fact it will be a very casual campaign if it ends up happening. It might not be a campaign that you even have in your top list or anything but I hope that the journey that will be mostly created by the players; since I doubt I will be to railroading, will just set up a goal and how you get to it is your business; will be somewhat fun at least. I have intentions of throwing in some homebrew stuff as the story progresses. It's mostly simple and silly stuff like my created monsters and spells that you will end up facing respctively getting. I doubt it will even be noticed. Also, the story won't blow your minds either.
13 replies and 3 files omitted.
>>131703Indeed, that will be essential to my ability to participate. When I said "on the fly" I mean "Having a base of storyline outlined, and allowing the players to determine how to accomplish it, rather than planning every step" like it was a JRPG or something.
>>131709This is good advise, though flexibility (especially wrt to certain players
"Look who's talking") is an equally useful position to maintain.
>>131714>flexibilityI wouldn't say that's that big of a priority if it's a one shot, since there's only one session.
Communication, on the other hand, is essential.
>>131717>not a big priorityWe agree to disagree then, because IMO flexibility and the ability to improvise is the
most essential element; I was just being polite.
>>131718Perhaps I just don't understand what you mean by "flexibility" then.
flexibility never hurts though, I guess.
>>131720
Awww, that's too bad.
Btw, designing your own adventure from the get go isn't really necessary. You could start out by using an adventure module: there are lots of pirated free pre-made adventure modules online available for DMs to run. There's no real need to write your own story, especially if you're new to DMing.
Those maps look interesting though.
>>126421All of these links are kill, but the content still exists on rebrandly.