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Benevolent GM stance
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<blockquote data-quote="bloodtide" data-source="post: 9678600" data-attributes="member: 6684958"><p>Nearly everything is controversial in some circles. </p><p></p><p>The big thing to do is preparation. Controversial as many DMs just like to make up random simple stuff or even have the players take the lead and just make up the stuff every player says on a whim. Preparation can solve a lot. A good thing to to is make an adventure or encounter or story and run it through the "dumb player test". Just role play as the dumbest player in the world and see if you can disrupt or ruin the game. Also, role play as a player who is only there to ruin the game for everyone. Then fix any problems.</p><p></p><p>Play testing works great. Take your prepared notes and go to a mall or such. Play using them with some random strangers and see how the game goes. Then you can fix and problems and have a much better game with your main group.</p><p></p><p>TPK--if you don't want them, don't play a combat game. Or just accept they will happen.</p><p></p><p>Puzzle--make them easy and remember the average Scooby Do mystery puzzle is "too hard" for most players. Really, you need to know your players. A lot of players are clueless, so don't even try to do puzzles </p><p></p><p>Red Herrings--avoid them. It sounds cool to make up a false story plot that sends the PCs off in some wild wrong direction. But it's not really fun to waste game time. So don't do it. Sure it can be fun to plant something and watch the silly players fall for it....but is it worth it? </p><p></p><p></p><p>In general, if the players get stuck, the DM should unstick them with a sledge hammer.</p><p></p><p></p><p>A good trick is to give each PC some sort of "amazing item of destiny". That they can use to get a big push, clue or such from "beyond the normal world".</p><p></p><p>I also love spirit guides. They can come in many forms from a ghost, a talking pet or a dragon trapped in a gem.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9678600, member: 6684958"] Nearly everything is controversial in some circles. The big thing to do is preparation. Controversial as many DMs just like to make up random simple stuff or even have the players take the lead and just make up the stuff every player says on a whim. Preparation can solve a lot. A good thing to to is make an adventure or encounter or story and run it through the "dumb player test". Just role play as the dumbest player in the world and see if you can disrupt or ruin the game. Also, role play as a player who is only there to ruin the game for everyone. Then fix any problems. Play testing works great. Take your prepared notes and go to a mall or such. Play using them with some random strangers and see how the game goes. Then you can fix and problems and have a much better game with your main group. TPK--if you don't want them, don't play a combat game. Or just accept they will happen. Puzzle--make them easy and remember the average Scooby Do mystery puzzle is "too hard" for most players. Really, you need to know your players. A lot of players are clueless, so don't even try to do puzzles Red Herrings--avoid them. It sounds cool to make up a false story plot that sends the PCs off in some wild wrong direction. But it's not really fun to waste game time. So don't do it. Sure it can be fun to plant something and watch the silly players fall for it....but is it worth it? In general, if the players get stuck, the DM should unstick them with a sledge hammer. A good trick is to give each PC some sort of "amazing item of destiny". That they can use to get a big push, clue or such from "beyond the normal world". I also love spirit guides. They can come in many forms from a ghost, a talking pet or a dragon trapped in a gem. [/QUOTE]
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