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On Presentation, Performance, and Style- Players and DMs
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<blockquote data-quote="Fenris-77" data-source="post: 7605234" data-attributes="member: 6993955"><p>I'm 70-30 TotM and scratch maps. I lean heavily on good description and regular action and environment recaps to maintain pace of play and immersion. From a feel standpoint I usually aim for swashbuckling action and DM to encourage that kind of play. I try to make most combats as 3D as possible to facilitate creative and heroic combat role playing. I don't have a preference for in or out of character for me or the players, and switch back and forth as seems appropriate and to match what my players are comfortable with. </p><p></p><p>On the adventure design side I like to try and balance combat with lots of mystery and intrigue for a couple of reasons. First, mystery and intrigue are awesome, but also to allow players to play more socially based characters without those characters constantly feeling like a liability because they are low rent in combat.</p><p></p><p>I do use a small DM screen and I never share any of my roles. If the heavy hand of fate is going to swat a player, I want there to be a good reason and the right dramatic moment. I like to fudge roles to keep things flowing when I feel it necessary.</p><p></p><p>I also use a lot of humour in my games. Partialy because it's just the way I interact with other meat suits and that's hard to turn off, but also because a little humour goes a long way to making for an enjoyable RPG session. I guess my game could be described as Avengers rather than Unforgiven.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7605234, member: 6993955"] I'm 70-30 TotM and scratch maps. I lean heavily on good description and regular action and environment recaps to maintain pace of play and immersion. From a feel standpoint I usually aim for swashbuckling action and DM to encourage that kind of play. I try to make most combats as 3D as possible to facilitate creative and heroic combat role playing. I don't have a preference for in or out of character for me or the players, and switch back and forth as seems appropriate and to match what my players are comfortable with. On the adventure design side I like to try and balance combat with lots of mystery and intrigue for a couple of reasons. First, mystery and intrigue are awesome, but also to allow players to play more socially based characters without those characters constantly feeling like a liability because they are low rent in combat. I do use a small DM screen and I never share any of my roles. If the heavy hand of fate is going to swat a player, I want there to be a good reason and the right dramatic moment. I like to fudge roles to keep things flowing when I feel it necessary. I also use a lot of humour in my games. Partialy because it's just the way I interact with other meat suits and that's hard to turn off, but also because a little humour goes a long way to making for an enjoyable RPG session. I guess my game could be described as Avengers rather than Unforgiven. [/QUOTE]
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