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<blockquote data-quote="(un)reason" data-source="post: 6069264" data-attributes="member: 27780"><p><strong><u>Dragon Issue 303: January 2003</u></strong></p><p></p><p></p><p>part 7/9</p><p></p><p></p><p>Dork tower gets through a lot of encounters in 5 minutes. They must level up pretty fast. </p><p></p><p></p><p>DM's toolbox gets two articles this month. First up is our regular one from Johnn, talking about how to make good plot hooks in clear bullet pointed format, as is his wont. The important thing is to give them a situation where they have to do something, but have a choice of exactly what action to take, so something fun is bound to happen, but you won't be sure exactly what. And don't hesitate to take the consequences of previous adventures, and use them again, because it's less effort, and continuity gives the players more emotional involvement. Just make sure you have a few prefab ones that are easy to apply whatever the situation for when the adventure stalls to give the game another push. So this doesn't say anything new, but says it with style. Like an old pulp magazine, you can still get exciting plots out of it despite knowing the formulas. </p><p></p><p>Second, we have one on making your characters instantly distinguishable when speaking IC. As a DM, if you have a grasp of how to do voices, facial expressions, body language, and maybe manipulate a prop or two, you won't have to tell players which NPC is speaking to them, because they'll be able to tell, and that'll both save time and help with immersion. That seems slightly more challenging than learning how to whip up good plot hooks, but also well worth devoting the time too. And who knows, maybe you can apply those skills to an actual job. There are far worse things to do with your life than being a cartoon voice actor. So both of these parts turned out good this time. Not often I can say that.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6069264, member: 27780"] [B][U]Dragon Issue 303: January 2003[/U][/B] part 7/9 Dork tower gets through a lot of encounters in 5 minutes. They must level up pretty fast. DM's toolbox gets two articles this month. First up is our regular one from Johnn, talking about how to make good plot hooks in clear bullet pointed format, as is his wont. The important thing is to give them a situation where they have to do something, but have a choice of exactly what action to take, so something fun is bound to happen, but you won't be sure exactly what. And don't hesitate to take the consequences of previous adventures, and use them again, because it's less effort, and continuity gives the players more emotional involvement. Just make sure you have a few prefab ones that are easy to apply whatever the situation for when the adventure stalls to give the game another push. So this doesn't say anything new, but says it with style. Like an old pulp magazine, you can still get exciting plots out of it despite knowing the formulas. Second, we have one on making your characters instantly distinguishable when speaking IC. As a DM, if you have a grasp of how to do voices, facial expressions, body language, and maybe manipulate a prop or two, you won't have to tell players which NPC is speaking to them, because they'll be able to tell, and that'll both save time and help with immersion. That seems slightly more challenging than learning how to whip up good plot hooks, but also well worth devoting the time too. And who knows, maybe you can apply those skills to an actual job. There are far worse things to do with your life than being a cartoon voice actor. So both of these parts turned out good this time. Not often I can say that. [/QUOTE]
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