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9 Things "Pro" DMs Do That You shouldn't
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<blockquote data-quote="Lanefan" data-source="post: 8649974" data-attributes="member: 29398"><p>Except the only way you're ever going to get that feel for the table - particularly with strangers but sometimes even with friends - is to just let them play their characters however they will and see what transpires. </p><p></p><p>IME each party - even if it's the same players involved as were in other different parties - sets its own tone for how it's going to function; and IME that tone usually gets set early enough - as in, within the first few sessions - that if a few characters die or get driven out in the process it's no big deal as the players aren't too attached to them yet anyway.</p><p></p><p>On this I largely agree, though even then there's occasional tables where a full-on railroad works just fine as that's what the players want. Again, trial-and-error and let-'em'play wins here: in this case you drop some adventure hooks and if none get any bites due to indecisive or hesitant players then maybe you need to fire up the ol' 6-2-4 locomotive... <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="Lanefan, post: 8649974, member: 29398"] Except the only way you're ever going to get that feel for the table - particularly with strangers but sometimes even with friends - is to just let them play their characters however they will and see what transpires. IME each party - even if it's the same players involved as were in other different parties - sets its own tone for how it's going to function; and IME that tone usually gets set early enough - as in, within the first few sessions - that if a few characters die or get driven out in the process it's no big deal as the players aren't too attached to them yet anyway. On this I largely agree, though even then there's occasional tables where a full-on railroad works just fine as that's what the players want. Again, trial-and-error and let-'em'play wins here: in this case you drop some adventure hooks and if none get any bites due to indecisive or hesitant players then maybe you need to fire up the ol' 6-2-4 locomotive... :) [/QUOTE]
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