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Basic DMing - The Advice of the Times
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<blockquote data-quote="Iosue" data-source="post: 6143844" data-attributes="member: 6680772"><p>It's something of an emergent process, not something I have clearly worked out, but yes. To use something of a cliche just as an example, if the PCs took a very aggressive posture, and the reaction roll came up positive, I might have the orc lower his sword, laugh, and say, "You guys got spunk! I like that!" Or alternatively, the positive result might be that the orc says, "Whoa! You guys mean business. I give!" I might have a vague idea what each of the reaction results will be, or I may just go with whatever occurs to me in the moment. The result may indicate merely a localized behavior in context, or it may suggest a fuller personality trait. In a sense, it's not unlike random chargen, where I "meet" the character through ability score rolls. Each reaction roll tells me more about the NPC, and they get more and more fleshed out with each interaction, to lesser and greater degrees.</p><p></p><p></p><p>Given his contribution, I'd say, "Good call." <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>It can certainly be a challenge. Which is why I think Mike Carr's B1 is extremely underrated, and I think it's a shame that it was quickly replaced with B2. B2 is great, and it has some good advice in there, too. But Carr's clear statement, "First, it is crucial to keep in mind that this is a game based on player interaction and player choice" is something that I think should have been in every subsequent book. Because given the metagame powers virtually exclusive to the DM, the temptations to railroad, or to be an antagonistic DM, can be so strong. The DM's advice needed to say, "Look, you're very important to the game, you'll have a lot to do, and the game will be fun. But it's not about you."</p><p></p><p></p><p>This is very awesome, and is what I'm striving for, but haven't quite reached.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6143844, member: 6680772"] It's something of an emergent process, not something I have clearly worked out, but yes. To use something of a cliche just as an example, if the PCs took a very aggressive posture, and the reaction roll came up positive, I might have the orc lower his sword, laugh, and say, "You guys got spunk! I like that!" Or alternatively, the positive result might be that the orc says, "Whoa! You guys mean business. I give!" I might have a vague idea what each of the reaction results will be, or I may just go with whatever occurs to me in the moment. The result may indicate merely a localized behavior in context, or it may suggest a fuller personality trait. In a sense, it's not unlike random chargen, where I "meet" the character through ability score rolls. Each reaction roll tells me more about the NPC, and they get more and more fleshed out with each interaction, to lesser and greater degrees. Given his contribution, I'd say, "Good call." :) It can certainly be a challenge. Which is why I think Mike Carr's B1 is extremely underrated, and I think it's a shame that it was quickly replaced with B2. B2 is great, and it has some good advice in there, too. But Carr's clear statement, "First, it is crucial to keep in mind that this is a game based on player interaction and player choice" is something that I think should have been in every subsequent book. Because given the metagame powers virtually exclusive to the DM, the temptations to railroad, or to be an antagonistic DM, can be so strong. The DM's advice needed to say, "Look, you're very important to the game, you'll have a lot to do, and the game will be fun. But it's not about you." This is very awesome, and is what I'm striving for, but haven't quite reached. [/QUOTE]
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