Preparing to be GM; would like advice.
So, a bit of backstory: I normally play with 3 other people, all friends, but I can't really confide anything *TO* those three, as when I GM, they're going to be the players. I don't want to let really any serious knowledge towards them, in case they take advantage of it. As a bit of information about them:
One of them is very good at "Breaking" systems to the point that the other characters have to struggle to keep up, it's either make the game stupid-easy for him, or so hard the others are being carried.
One of them is decent at the game, and can turn bad situations good, but he complains if anything gets re-used, and that's a key factor in a couple of specific NPCs and aspects I have planned as of now.
One of them is new to D&D, and can't get over the fact that the tank should initiate, and tries to copy someone else's strengths, when he has his own he's neglecting.
The worldspace is one I've been working on for some time: with an odd planet where there's basically 5 spheres, each one being an Elemental Plane, and a border crossing between the planes, that modifies the ship and spells to correlate with where one is. Every race has the effects of a Genasi of their home plane, and a second amorphous power that changes based on the Plane one's in.
The planes are: The Great Sea(Water), The Sandsea(Earth), The Soaring Islands(Air), and The FIresea(Fire). Each one can be reached via a special layline that converts ships while they sail inbetween the seas.
The main quest is likely going to be utilizing the Laylines, which are being tampered with and corrupted by an unknown Champion, who commands the Four Great Demons, each demon being a powerful warrior form the home plane.
I have lore and explanations for some things, but my biggest issue is going to be balancing out most of the enemies, as so far, the Four Great Demons, using the systems the characters have access to, are going to have to be demigod level or higher to even last more than a turn, where the first one's concerned.
Anyone have any advice? For the Tech, It's going to be plane-dependant. 3.5 rules, obviously major Homebrew.
One of them is very good at "Breaking" systems to the point that the other characters have to struggle to keep up, it's either make the game stupid-easy for him, or so hard the others are being carried.
One of them is decent at the game, and can turn bad situations good, but he complains if anything gets re-used, and that's a key factor in a couple of specific NPCs and aspects I have planned as of now.
One of them is new to D&D, and can't get over the fact that the tank should initiate, and tries to copy someone else's strengths, when he has his own he's neglecting.
The worldspace is one I've been working on for some time: with an odd planet where there's basically 5 spheres, each one being an Elemental Plane, and a border crossing between the planes, that modifies the ship and spells to correlate with where one is. Every race has the effects of a Genasi of their home plane, and a second amorphous power that changes based on the Plane one's in.
The planes are: The Great Sea(Water), The Sandsea(Earth), The Soaring Islands(Air), and The FIresea(Fire). Each one can be reached via a special layline that converts ships while they sail inbetween the seas.
The main quest is likely going to be utilizing the Laylines, which are being tampered with and corrupted by an unknown Champion, who commands the Four Great Demons, each demon being a powerful warrior form the home plane.
I have lore and explanations for some things, but my biggest issue is going to be balancing out most of the enemies, as so far, the Four Great Demons, using the systems the characters have access to, are going to have to be demigod level or higher to even last more than a turn, where the first one's concerned.
Anyone have any advice? For the Tech, It's going to be plane-dependant. 3.5 rules, obviously major Homebrew.
| |