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<blockquote data-quote="Voadam" data-source="post: 8290532" data-attributes="member: 2209"><p>I generally run modules heavily modified for my homebrew mashup setting, my own tastes, and the players' inputs.</p><p></p><p>I like having events and situations already set up for engaging players. My preferred style is to go from that base and be improv flexible as the players take things in different directions or to extrapolate and integrate things I think would be fun.</p><p></p><p>I like having a theme to work off of such as the Freeport Trilogy's Pirate City with hidden Dark Cults, the Reign of Winter Adventure Path's Dark Winter Fey and folklore, the Carrion Crown's Gothic Horror Adventure Path, and my Current Iron Gods AP which is a you got your post apocalypse and sci-fi peanut butter in my chocolate D&D.</p><p></p><p>I like integrating player themes and stories in my games so my Iron Gods game now also has Werewolf the Apocalypse and Wile E. Coyote themes running through it thanks to the PC character concepts.</p><p></p><p>I generally shoot for a PG-13 feel of pulpy heroism, so Army of Darkness or Indiana Jones type tone.</p><p></p><p>I enjoy more immersive first person play so a bunch of in person talking and descriptions of environments from my end and character actions from the players end with quick generally narrative adjudications on my part based on reasonableness and desired pulpy heroic tone or a quick die roll. When I extrapolate narratives I go with the players' character concepts over mechanics of their character sheets. </p><p></p><p>I place a strong emphasis on the player's self conception of their characters and how they actually play those characters at the table, I consider those much more important than stats on the sheet for narrative roleplaying. I have no problem using stats as just handling mechanics and not significantly impacting narrative roleplaying (so a high strength/con/wisdom build fighter can be roleplayed as a smart persuasive Hannibal style leader and tactician). I think an appropriate background is sufficient mechanical match so a Robert Downey Jr. Sherlock Holmes concept works fine as a non-int build bare-knuckle boxing monk with a made up investigator background and RDJ style roleplay.</p><p></p><p>I don't care for policing players' characterizations of their own characters. I try to keep descriptions to sensory stuff and not tell PCs how they feel about stuff.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8290532, member: 2209"] I generally run modules heavily modified for my homebrew mashup setting, my own tastes, and the players' inputs. I like having events and situations already set up for engaging players. My preferred style is to go from that base and be improv flexible as the players take things in different directions or to extrapolate and integrate things I think would be fun. I like having a theme to work off of such as the Freeport Trilogy's Pirate City with hidden Dark Cults, the Reign of Winter Adventure Path's Dark Winter Fey and folklore, the Carrion Crown's Gothic Horror Adventure Path, and my Current Iron Gods AP which is a you got your post apocalypse and sci-fi peanut butter in my chocolate D&D. I like integrating player themes and stories in my games so my Iron Gods game now also has Werewolf the Apocalypse and Wile E. Coyote themes running through it thanks to the PC character concepts. I generally shoot for a PG-13 feel of pulpy heroism, so Army of Darkness or Indiana Jones type tone. I enjoy more immersive first person play so a bunch of in person talking and descriptions of environments from my end and character actions from the players end with quick generally narrative adjudications on my part based on reasonableness and desired pulpy heroic tone or a quick die roll. When I extrapolate narratives I go with the players' character concepts over mechanics of their character sheets. I place a strong emphasis on the player's self conception of their characters and how they actually play those characters at the table, I consider those much more important than stats on the sheet for narrative roleplaying. I have no problem using stats as just handling mechanics and not significantly impacting narrative roleplaying (so a high strength/con/wisdom build fighter can be roleplayed as a smart persuasive Hannibal style leader and tactician). I think an appropriate background is sufficient mechanical match so a Robert Downey Jr. Sherlock Holmes concept works fine as a non-int build bare-knuckle boxing monk with a made up investigator background and RDJ style roleplay. I don't care for policing players' characterizations of their own characters. I try to keep descriptions to sensory stuff and not tell PCs how they feel about stuff. [/QUOTE]
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