After my group finishes Ghosts of Saltmarsh in a few sessions, I will be DMing my first legit campaign and the rest of the group decided on WD: Dragon Heist. I have Dmed one beginner campaign for some of my wife’s family, but it was mostly theater of the mind and messing around without much weight on strict rules. It also was fairly linear, because I was worried I’d mess something up by deviating too much from the story.

Anybody have tips on how to keep the game going smoothly without accidentally railroading? I have tweaked a few parts of the module to fit the groups play style and I think I have things set up to be a fun world, I am just worried about improvising if(when) the party undoubtedly tries some silly hoodrat nonsense.

  • RQG
    link
    42 years ago

    Glad I could help a bit.

    From the remix just grab what you like and leave what you don’t need. Same for the main adventure. Or any module you will ever DM. It’s your game and your player’s game, so you decide what happens and what it’s about.

    As for the potential allied factions I did look at what my PCs were likely to flock to. Then I had those factions contact them. They ended up allied with the gauntlet and Savra Belebranta is a major recurring NPC. They Grey Hand and Force Grey with Meloon and the Blackstaff is another factions the players love. One of the shadier PCs is allied with Davil Starsong and the Zhents. But the others didn’t make sense for my party like the Emerald Enclave for example. So I left them out.

    The Casselanters have the most interesting story. But it gets dark quickly and the moral dilemma might not be for every group.

    The Xanathar is super iconic and a great straight up villian. We will end up fighting him soon now in Dungeon of the Mad Mage.

    Jarlaxle is absolutely amazing and likely the most fun villian. Him being fun depends on using his cover identities in fun ways and good roleplay and planning from the GM. He is also vastly overpowered. So there is little chance in the PCs taking him head on.

    I found Manshoon not very fleshed out or interesting. So Idk.

    You can also switch villians later. If after chapter 2 for instance the player for some reason really have grown to hate the Xanathar even though you planned on using someone else, you can simply change the villian as nothing is set in stone at that time. Also the seasons don’t really matter too much. Don’t worry about those too much.

    Good luck running the game!

    • Fart J. BarfknuckleOP
      link
      22 years ago

      Thanks! Quick question about the factions. Is it crucial to have the PCs join a faction? It seems like a convenient way to filter information to them and add some flavor the game, but knowing the dinguses I play with they might end up avoiding joining any groups all together. Appreciate all the insight.

      • RQG
        link
        22 years ago

        If they don’t want to explicitly join them I still had the factions offer quests to them. Have the factions contact them on the reputation they gained from saving Renear neverember and helping Volo, as well as the incident at the Yawning Portal. Now that they own a tavern they are easy to find and contact too which is nice.

        Chapter 2 basically only consists of faction quests and building the tavern, nothing else. So unless you want to skip the chapter then you gotta run some faction missions. Chapter 2 is some of the best parts of the adventure imo so I wouldn’t skip it unless you want to shorten the campaign a lot for time reasons.