Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Advice from GMs Requested
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kzach" data-source="post: 5444019" data-attributes="member: 56189"><p>After nine-months of playing, I'm guessing you all are very familiar with the rules to the point where you don't need to look most stuff up.</p><p></p><p>I would suggest using this to your advantage. It sounds as if you do a lot of prep before a game and come to the table with a set encounter and roleplaying opportunity planned out. With such planning comes repetition and a feeling of staleness.</p><p></p><p>Therefore, I recommend doing what I do before a game. This is sort-of a process that follows the basic guidelines set out below:</p><p></p><p>1) Think of the players and their characters: I try to think of what each player enjoys in the game and what they get out of it through their character. Sometimes I can't cater to each person every session, but I do try.</p><p></p><p>2) Think of the story and where it could POSSIBLY go, not where it HAS to go: I try to think up scenarios with multiple possible paths it can follow. I try to put myself in the mind-set of the NPC and think what it is they would do in various situations. These are all very generic thoughts that give me a basic frame-work to draw from at a moment's notice.</p><p></p><p>3) Think up clues and puzzles and rhymes and riddles and bait to lure the players (and their PC's) through the story and on to the next chapter. Again, I try to think up a bunch of possible hooks without settling on anything in particular. I'm just looking to give myself the basic material I need so that when the time comes, I have something to work with rather than nothing.</p><p></p><p>These three things help immensely with running sessions 'on the fly'. By giving myself a basis to work from, a frame-work of ideas and images to draw on, I'm rarely left stuck in the moment. The ideas might only be blobs at the time of conception, but at least it's something that when I need it, it's there to shape and coerce into being. This works for everything from traps to NPC catch-phrases.</p><p></p><p>Another good thing to do is read a lot. Reading lots of RPG material or watching fantasy movies or reading fantasy books, gives you lots of things to draw on when you're stuck. I blatantly rip-off everything I read for my games. After all, originality is unimportant in a game, only fun matters. If a module has an awesome trap in it, or a really cool villain, or some sort of scenario, then why the hell not use it?</p><p></p><p>The other thing to do is to promote player interaction. There's nothing worse than a group of duds who look to you to move everything forward. You want to reward players who TRY stuff, whether it succeeds or not, the important thing is that they were actively attempting to find a solution to whatever problem existed. I hate, HATE, <strong>HATE</strong>, players who sit silently in a corner and do nothing all session until poked or prodded. I'm there to play a game with people, not furniture.</p><p></p><p>If you can react and interact with your players and they do the same with you as the GM, then sessions will never be the same twice. One session might entirely go by as roleplaying, another as skill challenges, another as combat, and another as all three or any combination. In fact, you'll probably forget which they were because the mechanics will take a back-seat to the flow and fun of the game. Running sessions 'on the fly' is all about working with your players to write, produce, act, direct and film the story of your game.</p></blockquote><p></p>
[QUOTE="Kzach, post: 5444019, member: 56189"] After nine-months of playing, I'm guessing you all are very familiar with the rules to the point where you don't need to look most stuff up. I would suggest using this to your advantage. It sounds as if you do a lot of prep before a game and come to the table with a set encounter and roleplaying opportunity planned out. With such planning comes repetition and a feeling of staleness. Therefore, I recommend doing what I do before a game. This is sort-of a process that follows the basic guidelines set out below: 1) Think of the players and their characters: I try to think of what each player enjoys in the game and what they get out of it through their character. Sometimes I can't cater to each person every session, but I do try. 2) Think of the story and where it could POSSIBLY go, not where it HAS to go: I try to think up scenarios with multiple possible paths it can follow. I try to put myself in the mind-set of the NPC and think what it is they would do in various situations. These are all very generic thoughts that give me a basic frame-work to draw from at a moment's notice. 3) Think up clues and puzzles and rhymes and riddles and bait to lure the players (and their PC's) through the story and on to the next chapter. Again, I try to think up a bunch of possible hooks without settling on anything in particular. I'm just looking to give myself the basic material I need so that when the time comes, I have something to work with rather than nothing. These three things help immensely with running sessions 'on the fly'. By giving myself a basis to work from, a frame-work of ideas and images to draw on, I'm rarely left stuck in the moment. The ideas might only be blobs at the time of conception, but at least it's something that when I need it, it's there to shape and coerce into being. This works for everything from traps to NPC catch-phrases. Another good thing to do is read a lot. Reading lots of RPG material or watching fantasy movies or reading fantasy books, gives you lots of things to draw on when you're stuck. I blatantly rip-off everything I read for my games. After all, originality is unimportant in a game, only fun matters. If a module has an awesome trap in it, or a really cool villain, or some sort of scenario, then why the hell not use it? The other thing to do is to promote player interaction. There's nothing worse than a group of duds who look to you to move everything forward. You want to reward players who TRY stuff, whether it succeeds or not, the important thing is that they were actively attempting to find a solution to whatever problem existed. I hate, HATE, [B]HATE[/B], players who sit silently in a corner and do nothing all session until poked or prodded. I'm there to play a game with people, not furniture. If you can react and interact with your players and they do the same with you as the GM, then sessions will never be the same twice. One session might entirely go by as roleplaying, another as skill challenges, another as combat, and another as all three or any combination. In fact, you'll probably forget which they were because the mechanics will take a back-seat to the flow and fun of the game. Running sessions 'on the fly' is all about working with your players to write, produce, act, direct and film the story of your game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Advice from GMs Requested
Top