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General Tabletop Discussion
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DMs: How do you prepare for a session?
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<blockquote data-quote="Arrgh! Mark!" data-source="post: 2688896" data-attributes="member: 14559"><p>Hmm.</p><p></p><p>PRE-GAME-SESSION</p><p></p><p>1. Read over what has happened so far/Curse life for giving me such players.</p><p></p><p>2. Sit in silence thinking about what interesting plot elements I can integrate into my current themes of sacrifice, heroism, and black mystery/ Giggle insanely as I find a way to really get back at the munchkin who killed my last bad guy with two hits.</p><p></p><p>3. Brainstorm new ideas or adapt new ideas/gratuitously steal the plotlines from old Kurosawa films.</p><p></p><p>4. Read and re-read certain relavent parts of the setting/ Curse life for giving me such players.</p><p></p><p>5. Write new plot lines in theoretically loose but actually tight and highly emotionally charged scenes, with multiple loosely scripted ending, allowing player choice and consequence/ Play Arrgh!Marky the Railroad Engineer as I drive the players to their fated heroic act.</p><p></p><p>6. Read adventure, become pleased with effort. Contemplate writing novels./Dread the expressions of waiting gamers. Conemplate writing novels, so as to get away from players.</p><p></p><p>GAME SESSION</p><p></p><p>1. Players arrive. Allow social talk to wind down./Tell them to shut the hell up, I've got a headache and a burning need to throw dragons at them. </p><p></p><p>2. Watch players begin to slowly hook themselves onto the interesting plot. Supply extra bait as required. Throw spinners (Curve balls for you Yanks) and medium-pace, carefully keeping track of players emotions and PC's hitpoints. Allow each PC to shine in one brief but important moment. / Give obvious baited line. Grow angry if they turn their nose up, realising the sharpened hook. Disallow new player abilities. Cheat incessantly and obviously. Grow angry at player inattention.</p><p></p><p>3. Watch players smile and thank you for a good game./Watch confused, bored and annoyed players nod and fail to give specific availability times.</p><p></p><p></p><p>END</p><p></p><p></p><p>Somewhere in between, I think. I've had both at various times <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />.</p></blockquote><p></p>
[QUOTE="Arrgh! Mark!, post: 2688896, member: 14559"] Hmm. PRE-GAME-SESSION 1. Read over what has happened so far/Curse life for giving me such players. 2. Sit in silence thinking about what interesting plot elements I can integrate into my current themes of sacrifice, heroism, and black mystery/ Giggle insanely as I find a way to really get back at the munchkin who killed my last bad guy with two hits. 3. Brainstorm new ideas or adapt new ideas/gratuitously steal the plotlines from old Kurosawa films. 4. Read and re-read certain relavent parts of the setting/ Curse life for giving me such players. 5. Write new plot lines in theoretically loose but actually tight and highly emotionally charged scenes, with multiple loosely scripted ending, allowing player choice and consequence/ Play Arrgh!Marky the Railroad Engineer as I drive the players to their fated heroic act. 6. Read adventure, become pleased with effort. Contemplate writing novels./Dread the expressions of waiting gamers. Conemplate writing novels, so as to get away from players. GAME SESSION 1. Players arrive. Allow social talk to wind down./Tell them to shut the hell up, I've got a headache and a burning need to throw dragons at them. 2. Watch players begin to slowly hook themselves onto the interesting plot. Supply extra bait as required. Throw spinners (Curve balls for you Yanks) and medium-pace, carefully keeping track of players emotions and PC's hitpoints. Allow each PC to shine in one brief but important moment. / Give obvious baited line. Grow angry if they turn their nose up, realising the sharpened hook. Disallow new player abilities. Cheat incessantly and obviously. Grow angry at player inattention. 3. Watch players smile and thank you for a good game./Watch confused, bored and annoyed players nod and fail to give specific availability times. END Somewhere in between, I think. I've had both at various times :D. [/QUOTE]
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