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<blockquote data-quote="Joseph Rossow" data-source="post: 5000592" data-attributes="member: 51615"><p>Here are my suggestions.</p><p></p><p>1) <strong>Address your players by their character name.</strong> Like, when it's Greg's turn to go say "What's Galrath the Grim going to do?"</p><p></p><p>2) Do you use the battlegrid? I find it can detract from the group's ability to creatively imagine a situation. <strong>Try running a combat or two without the battlegrid.</strong></p><p></p><p>3) <strong>Flesh out time spent back in town. </strong> Adventurers attract all sorts of trouble, from greedy dwarves, to apprentice wizards to comely young ladies. These sort of encounters may have nothing to do with the over-arching plot.</p><p></p><p>4)<strong> Try to corrupt some of them.</strong> See if they'll trade their ethics for a huge boost in power. Then put them in a morally compromising situation and watch the sparks fly.</p><p></p><p>5) <strong>Put the player characters in situations where their mental state is slightly altered. </strong> It's hard to make good decisions whilst drunk or high. You can then watch the players reason out how their characters would behave in such a situation.</p><p></p><p>6) (and this relates to 3 and 4) <strong>Find out what the character's vices are, and start using those against them.</strong> Are they greedy? Proud? Lazy? Whatever it is, offer their vice to them in a morally ambiguous way.</p></blockquote><p></p>
[QUOTE="Joseph Rossow, post: 5000592, member: 51615"] Here are my suggestions. 1) [B]Address your players by their character name.[/B] Like, when it's Greg's turn to go say "What's Galrath the Grim going to do?" 2) Do you use the battlegrid? I find it can detract from the group's ability to creatively imagine a situation. [B]Try running a combat or two without the battlegrid.[/B] 3) [B]Flesh out time spent back in town. [/B] Adventurers attract all sorts of trouble, from greedy dwarves, to apprentice wizards to comely young ladies. These sort of encounters may have nothing to do with the over-arching plot. 4)[B] Try to corrupt some of them.[/B] See if they'll trade their ethics for a huge boost in power. Then put them in a morally compromising situation and watch the sparks fly. 5) [B]Put the player characters in situations where their mental state is slightly altered. [/B] It's hard to make good decisions whilst drunk or high. You can then watch the players reason out how their characters would behave in such a situation. 6) (and this relates to 3 and 4) [B]Find out what the character's vices are, and start using those against them.[/B] Are they greedy? Proud? Lazy? Whatever it is, offer their vice to them in a morally ambiguous way. [/QUOTE]
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