Psion
Adventurer
Posted this on RPGnet, thought someone might have inputs here:
In a thread on RPGnet about "most powerful moments", I cited a long running story arc in which the players learn that the prophecied queen is really someone that they knew for some time.
Similarly, with the same group, one of the most involving sessions I ran was based around a ruse by a doppleganger that had infiltrated the ranks of the PC's employers, and who had sent the PCs to arrest a sorceress who should by all rights be the PC's ally.
It occurs to me that perhaps I rely a little too much on deception to the state things really are in order to make things interesting. Is anyone else like this? Is this wrong? It seems like if this is the only tool in my toolbox, it would get old real quick, but as of yet, I don't overuse it to the point my players immediately start looking for the secret "trick". What are some other tools you use to keep your games interesting?
Edit: Or, perhaps the response might be, "is there any other way to DM?"
In a thread on RPGnet about "most powerful moments", I cited a long running story arc in which the players learn that the prophecied queen is really someone that they knew for some time.
Similarly, with the same group, one of the most involving sessions I ran was based around a ruse by a doppleganger that had infiltrated the ranks of the PC's employers, and who had sent the PCs to arrest a sorceress who should by all rights be the PC's ally.
It occurs to me that perhaps I rely a little too much on deception to the state things really are in order to make things interesting. Is anyone else like this? Is this wrong? It seems like if this is the only tool in my toolbox, it would get old real quick, but as of yet, I don't overuse it to the point my players immediately start looking for the secret "trick". What are some other tools you use to keep your games interesting?
Edit: Or, perhaps the response might be, "is there any other way to DM?"

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