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First time playing D&D and I'm the DM. Anyone feeling helpful?
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<blockquote data-quote="Bradley Hindman" data-source="post: 7147148" data-attributes="member: 91764"><p>This is a hard lesson to learn, particularly if you are a writer. The DM should present situations but not solutions. Have a good idea what will happen storywise if the characters don't intervene, but be fully expect the characters to intervene and wreck the villains plans in ways you can't predict. Also keep in mind that a good ending for a book, isn't always a good ending for a RP game. However, if the ending achieved is a group effort it will always be enjoyable.</p><p></p><p>As for the fear of "players wandering around bored, aimlessly unsure of what to do," the best solution is to ensure that they have plenty of information. I find that surprise "reveals" rarely work as well as the DM thinks it will. Players can only make meaningful decisions if they have enough information to judge what is going on. As a DM it is almost always the case that you can't give out too much information. So, for your particular story, be prepared to have the capture Yuan-Ti diplomat spill the beans. Yuan-Ti are proud aren't they? Have him monologue about the inevitability of their victory. Have him threaten the PCs with the power of Anathema. Try to frighten the PCs with the foregone conclusion that they will become grafted-slaves. If the PCs are polite to the bullywugs, perhaps the bullywugs know something of use (a secret entrance, information about the temple's outer defenses, etc.) The bullywugs could even approach the PCs. Perhaps they are already worried about the rise of the Yuan-Ti and see the PCs as a chance to lance that boil without getting their own hands dirty.</p><p></p><p>Here is technique that I use often. Once the players are given a glimpse into what is truly going on, they will start to speculate among themselves. Sit quietly, listen, and take mental notes. Your players will often invent fantastic possibilities and story ideas that you never considered. Steal from them liberally. At the end the story told will be collaborative, usually more inventive than you could have accomplished on your own, and the players will feel smart for figuring out your plot line.</p></blockquote><p></p>
[QUOTE="Bradley Hindman, post: 7147148, member: 91764"] This is a hard lesson to learn, particularly if you are a writer. The DM should present situations but not solutions. Have a good idea what will happen storywise if the characters don't intervene, but be fully expect the characters to intervene and wreck the villains plans in ways you can't predict. Also keep in mind that a good ending for a book, isn't always a good ending for a RP game. However, if the ending achieved is a group effort it will always be enjoyable. As for the fear of "players wandering around bored, aimlessly unsure of what to do," the best solution is to ensure that they have plenty of information. I find that surprise "reveals" rarely work as well as the DM thinks it will. Players can only make meaningful decisions if they have enough information to judge what is going on. As a DM it is almost always the case that you can't give out too much information. So, for your particular story, be prepared to have the capture Yuan-Ti diplomat spill the beans. Yuan-Ti are proud aren't they? Have him monologue about the inevitability of their victory. Have him threaten the PCs with the power of Anathema. Try to frighten the PCs with the foregone conclusion that they will become grafted-slaves. If the PCs are polite to the bullywugs, perhaps the bullywugs know something of use (a secret entrance, information about the temple's outer defenses, etc.) The bullywugs could even approach the PCs. Perhaps they are already worried about the rise of the Yuan-Ti and see the PCs as a chance to lance that boil without getting their own hands dirty. Here is technique that I use often. Once the players are given a glimpse into what is truly going on, they will start to speculate among themselves. Sit quietly, listen, and take mental notes. Your players will often invent fantastic possibilities and story ideas that you never considered. Steal from them liberally. At the end the story told will be collaborative, usually more inventive than you could have accomplished on your own, and the players will feel smart for figuring out your plot line. [/QUOTE]
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First time playing D&D and I'm the DM. Anyone feeling helpful?
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