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Psychic powers are more believable than something ignoring the square cube law.
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22708 No. 22708 ID: 51bd11

I've been enjoying my time as an early player in DnD (4E ,expecting rage) ,but I'd like to try my own hand at running a campaign. I've already decided I'd like to go with a small section of the unified setting as I've been been told playing directly from a published modual is not as fun as going with a basic setting and expanding on top of it, and I've always had an interest in vilous and micks creatures( I maintain the vilous mod at the bay12 forum hehe. ). Any advice how to get started?
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No. 22709 ID: ecfcdc

Regarding DMing 4e:
Read the DMG. Read the other books too, for rules, but especially read the DMG, because that has more good advice on DMing than you'll find here.

On the Unified Setting:
Be aware that the races for the Unified Setting don't really have good 4e stats. If you want to work through them and get that fixed it should be relatively easy to revive interest, though. The current development thread is here:
>>>/tg/20
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No. 22713 ID: 6a1ec2
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22713

Plan scenarios, but not a hard order to them. If the players fail to enter the room with the dragon, for example, don't force them in there, and don't discard your ideas. Just save the dragon for another room.

When the players try to second guess you at every step (and they will) give them a few red herrings, things that seem important, but are in fact just distractions.

Once you get their guard down with those, then you can provide a minor detail that doesn't seem important, but turns out to be incredibly important. A feather in the old sailor's boot for instance.

Once you really fool them badly, they will try to second guess you from then on even worse. That's when you introduce secretly timed puzzles. For example when they carefully explore the dungeon without missing anything, they return to the surface to find the village has been sacked while they were checking for traps the third time.

That's your basic starting game. After that, like chess, there's no right way to do things. Mix up the above three or do something else entirely. You'll just have communicated to your players that proper balance of trust and paranoia that will hopefully get them really into it.
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No. 22724 ID: bf54a8

of course, don't make the bad things too bad at first otherwise they will think you are just fucking with them and not being serious about it.
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