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New to 4ed. : what do i have to know/look out for?
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<blockquote data-quote="Manbearcat" data-source="post: 6928816" data-attributes="member: 6696971"><p>In my prior post (of which the mention tags failed), I mentioned three things:</p><p></p><p>1) Identify with your players what the action will be (the point of conflicts, the themes and premise of play).</p><p></p><p>2) Story should snowball with that as the glue (each scene should be informed by it in some way).</p><p></p><p>3) Make failure interesting. Interesting for both the characters and the players. Failure needs to mean that the situation changes dynamically and leads to a new decision-point. Mechanical * failure to woo the king for support (be it passionately espousing the virtues of the quest through Diplomacy or reciting a ballad that should bind the king by the legacy oath of his forbears with History) shouldn't lead to the king just staring blankly, unimpressed, or simply saying no and shutting down the situation. It should lead to the king's chamberlain arrogantly butting in out of turn and citing some sort of obnoxious technicality. Or an enemy bursting into the throne room with false testimony against the PCs. Or the king takes a drink from his chalice to consider the words and is obviously in sudden distress (poison?). Or any number of things that would hurt the PCs chances to successfully earn patronage and requires they act to change the situation back in their favor.</p><p></p><p>4) And the last. Provoke and encourage movement (both PCs and NPCs moving themselves and force moving other combatants). Obstacles, terrain, hazards, objectives that require being <em>here </em>or <em>there</em>, enemy units with effects for being too close or too far away, and stunting opportunities by interacting with the battlefield. Provoke and encourage.</p><p></p><p>If you do nothing else, work to master those 4. 1 and 2 are equally as important as 3 and 4, but the latter two are more difficult skills to hone and typically what separates an average 4e GM from a + GM.</p><p></p><p><span style="font-size: 10px">* micro - meaning failure 1 or 2 in a Skill Challenge</span></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6928816, member: 6696971"] In my prior post (of which the mention tags failed), I mentioned three things: 1) Identify with your players what the action will be (the point of conflicts, the themes and premise of play). 2) Story should snowball with that as the glue (each scene should be informed by it in some way). 3) Make failure interesting. Interesting for both the characters and the players. Failure needs to mean that the situation changes dynamically and leads to a new decision-point. Mechanical * failure to woo the king for support (be it passionately espousing the virtues of the quest through Diplomacy or reciting a ballad that should bind the king by the legacy oath of his forbears with History) shouldn't lead to the king just staring blankly, unimpressed, or simply saying no and shutting down the situation. It should lead to the king's chamberlain arrogantly butting in out of turn and citing some sort of obnoxious technicality. Or an enemy bursting into the throne room with false testimony against the PCs. Or the king takes a drink from his chalice to consider the words and is obviously in sudden distress (poison?). Or any number of things that would hurt the PCs chances to successfully earn patronage and requires they act to change the situation back in their favor. 4) And the last. Provoke and encourage movement (both PCs and NPCs moving themselves and force moving other combatants). Obstacles, terrain, hazards, objectives that require being [I]here [/I]or [I]there[/I], enemy units with effects for being too close or too far away, and stunting opportunities by interacting with the battlefield. Provoke and encourage. If you do nothing else, work to master those 4. 1 and 2 are equally as important as 3 and 4, but the latter two are more difficult skills to hone and typically what separates an average 4e GM from a + GM. [SIZE=2]* micro - meaning failure 1 or 2 in a Skill Challenge[/SIZE] [/QUOTE]
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New to 4ed. : what do i have to know/look out for?
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