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I stink at winging it- HELP!
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<blockquote data-quote="Grymar" data-source="post: 5213706" data-attributes="member: 41371"><p>Pre-set up a few quick encounters. The "kick in the door" type, so that when your guys go off on a tangent, you have something you can throw in. Four goons bust down the door and come in swinging at the party. </p><p></p><p>Then let them wonder why. Were they assassins hired by <insert vexed villain>? Was it a case of mistaken identity? Throw an obscure clue down (one wears a signet ring of a manticore) and LISTEN to their theories as they talk. Let them fill in the blanks. </p><p></p><p>Oh, they are taking the ring to a local expert in nobility? Grab your pre-made list of names (if you don't have one, get one) and then a quick table on personality quirks (again, make one up before the session). Then go back to their theories and pick the one that sounds interesting. You are rewarding them for thinking by letting them know that they were right. </p><p></p><p>So what did it take to improvise? You have a pre-made assault, a list of names, and a list of personalities. That should take an hour out of game to prep and you can use two of those time and time again. </p><p></p><p>The RPG Ultimate Toolbox is also helpful for lists of these very things. Names, geography, plot hooks, etc. </p><p></p><p>But the key for me is to put pressure on the players. Let them ponder, wonder, and speculate. Then you can work off of their ideas and fill in the gaps. </p><p></p><p>And there is absolutely NOTHING wrong with telling your players "hey, grab a snack guys. I need 10 minutes to get something worked out here."</p></blockquote><p></p>
[QUOTE="Grymar, post: 5213706, member: 41371"] Pre-set up a few quick encounters. The "kick in the door" type, so that when your guys go off on a tangent, you have something you can throw in. Four goons bust down the door and come in swinging at the party. Then let them wonder why. Were they assassins hired by <insert vexed villain>? Was it a case of mistaken identity? Throw an obscure clue down (one wears a signet ring of a manticore) and LISTEN to their theories as they talk. Let them fill in the blanks. Oh, they are taking the ring to a local expert in nobility? Grab your pre-made list of names (if you don't have one, get one) and then a quick table on personality quirks (again, make one up before the session). Then go back to their theories and pick the one that sounds interesting. You are rewarding them for thinking by letting them know that they were right. So what did it take to improvise? You have a pre-made assault, a list of names, and a list of personalities. That should take an hour out of game to prep and you can use two of those time and time again. The RPG Ultimate Toolbox is also helpful for lists of these very things. Names, geography, plot hooks, etc. But the key for me is to put pressure on the players. Let them ponder, wonder, and speculate. Then you can work off of their ideas and fill in the gaps. And there is absolutely NOTHING wrong with telling your players "hey, grab a snack guys. I need 10 minutes to get something worked out here." [/QUOTE]
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