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Please suggest me some books about DM advices
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<blockquote data-quote="Alby87" data-source="post: 8921512" data-attributes="member: 7031244"><p>I know, I don't know to "beat" them. I explain: last session I tried to run a homemade adventure instead of the premade campaign I normally use. A scene I prepared was that they triggered a trap to fall in a room underneath the room they were, and start the dungeon. To me, the trap was the "hook", and the dungeon is where the adventure will run. I know, I've made that part a little "railroady", but for me was such a small part I tought it would be barely noticeable.</p><p></p><p>But what I forgot, is that the party barbarian has a Eagle Whistle, and when the Evil Guy of the scene was bragging (big mistake), the barbarian tried to fly. Really panicked, I called that room a dead magic zone. The session ended there, they were thrilled by the scene and wanting more for the next session but for me was a close call of a single PC flying straight to a boss I still hadn't mechanically fleshed out.</p><p></p><p>"If only I had checked the character sheets". This occured to me, so I tought "why this piece of advice wasn't on the DMG? Maybe it was, but I glossed over it, inadvertently". Experience for me, but then I asked myself (and then, all you) if there was a good book to have tips like this to be a better DM. Not the big streamer guys, just a little better than me. That would be enough.</p><p></p><p>I've taken from the local nerd library the 4e DMG books as suggested and I will check them when I will have some time. Checked the Monte Cook book, seems good from the sample. The Guide to Great GM, still from the sample, seems "dense", I have to check it from reviews and such (neither are cheap, understably, and neither are available physically to Italy if not using their stores, that tend to have expensive S&H and long deliver times).</p><p></p><p>Thanks for al you having replied me and all who will reply after me! Thank you <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Alby87, post: 8921512, member: 7031244"] I know, I don't know to "beat" them. I explain: last session I tried to run a homemade adventure instead of the premade campaign I normally use. A scene I prepared was that they triggered a trap to fall in a room underneath the room they were, and start the dungeon. To me, the trap was the "hook", and the dungeon is where the adventure will run. I know, I've made that part a little "railroady", but for me was such a small part I tought it would be barely noticeable. But what I forgot, is that the party barbarian has a Eagle Whistle, and when the Evil Guy of the scene was bragging (big mistake), the barbarian tried to fly. Really panicked, I called that room a dead magic zone. The session ended there, they were thrilled by the scene and wanting more for the next session but for me was a close call of a single PC flying straight to a boss I still hadn't mechanically fleshed out. "If only I had checked the character sheets". This occured to me, so I tought "why this piece of advice wasn't on the DMG? Maybe it was, but I glossed over it, inadvertently". Experience for me, but then I asked myself (and then, all you) if there was a good book to have tips like this to be a better DM. Not the big streamer guys, just a little better than me. That would be enough. I've taken from the local nerd library the 4e DMG books as suggested and I will check them when I will have some time. Checked the Monte Cook book, seems good from the sample. The Guide to Great GM, still from the sample, seems "dense", I have to check it from reviews and such (neither are cheap, understably, and neither are available physically to Italy if not using their stores, that tend to have expensive S&H and long deliver times). Thanks for al you having replied me and all who will reply after me! Thank you :) [/QUOTE]
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