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DM's - Style of the Dungeon Master
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<blockquote data-quote="ForceUser" data-source="post: 281692" data-attributes="member: 2785"><p>I used to DM like Cobalt but I decided that to be totally fair to my players, I needed to stop winging it and follow a consistent ruleset. Now, I'm not as organized as a friend of mine, but I try to be efficient. My adventures are usually a series of encounter ideas formed around a central theme, and my campaigns are themes sort of bumping into each other. The players get to decide which themes to pursue, and I shift the focus of the campaign accordingly. In the play-by-play, I simply won't do what my friend does - the guy practically writes an adventure module for each monthly session. I am a few steps back from that level of prep, instead opting to hand-draw a map and pencil in encounters as notes on the map. Once I've decided on an encounter, I write NPC stats (if any) on an index card for quick reference during play. I have a small notebook I reference for recurring NPCs and plot threads, and I make notes as I go all the time. I like to use those notes later on, dovetailing them back into the campaign to make the world seem more real. NPCs are placed along the way at certain points, and most non-combatants are not statted; instead, they have a short description and personality listed for roleplay interaction. If they have notable plots attached, I indicate to myself what goals they have associated with that plot. </p><p></p><p>The most important thing I do is to make sure that if I have a plot in mind that I'm setting up, I decide in advance what effects certain resolutions might have, depending on what the PCs choose to do. If they choose to ignore a plot, I need to think about what effect if any that has on the campaign world. If they choose to confront it, I need to think about what obstacles the PCs will face, and what will happen should they ultimately win, lose, or decide to stop pursuing that plot thread. I have found that being prepared in advance for several possible outcomes allows me as DM to seamlessly run the game, as alterations to the overall plot could happen through interactions with the PC. On my side of the screen, this grants me peace of mind - if I prepare for several possible outcomes, then I can seamlessly make my NPCs react appropriately to such outcomes. In other words, thinking ahead makes it more difficult for the PCs to catch the DM flat-footed. And this promotes versimillitude for the players.</p></blockquote><p></p>
[QUOTE="ForceUser, post: 281692, member: 2785"] I used to DM like Cobalt but I decided that to be totally fair to my players, I needed to stop winging it and follow a consistent ruleset. Now, I'm not as organized as a friend of mine, but I try to be efficient. My adventures are usually a series of encounter ideas formed around a central theme, and my campaigns are themes sort of bumping into each other. The players get to decide which themes to pursue, and I shift the focus of the campaign accordingly. In the play-by-play, I simply won't do what my friend does - the guy practically writes an adventure module for each monthly session. I am a few steps back from that level of prep, instead opting to hand-draw a map and pencil in encounters as notes on the map. Once I've decided on an encounter, I write NPC stats (if any) on an index card for quick reference during play. I have a small notebook I reference for recurring NPCs and plot threads, and I make notes as I go all the time. I like to use those notes later on, dovetailing them back into the campaign to make the world seem more real. NPCs are placed along the way at certain points, and most non-combatants are not statted; instead, they have a short description and personality listed for roleplay interaction. If they have notable plots attached, I indicate to myself what goals they have associated with that plot. The most important thing I do is to make sure that if I have a plot in mind that I'm setting up, I decide in advance what effects certain resolutions might have, depending on what the PCs choose to do. If they choose to ignore a plot, I need to think about what effect if any that has on the campaign world. If they choose to confront it, I need to think about what obstacles the PCs will face, and what will happen should they ultimately win, lose, or decide to stop pursuing that plot thread. I have found that being prepared in advance for several possible outcomes allows me as DM to seamlessly run the game, as alterations to the overall plot could happen through interactions with the PC. On my side of the screen, this grants me peace of mind - if I prepare for several possible outcomes, then I can seamlessly make my NPCs react appropriately to such outcomes. In other words, thinking ahead makes it more difficult for the PCs to catch the DM flat-footed. And this promotes versimillitude for the players. [/QUOTE]
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