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Ever had that one player who's just on a different wavelength?
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<blockquote data-quote="Pielorinho" data-source="post: 212433" data-attributes="member: 259"><p>Get a copy of KoDT out, point at Bob, and say, "Bad Bob! Bad! No experience for Bob!"</p><p></p><p>Actually, I tend to think that too much purple prose in a game can bog it down. Ideally, you can get one or two details that really set the scene -- a smell, a beam of light arcing through the forest's leaves, the sound of cockroaches scurrying through the piles of guano. Too much description can make people tune out.</p><p></p><p>Dialogue, however, is very involving -- especially if there's a lot at stake, or if the dialogue is sort of funny. Although I've had players take a back seat during conversations, I don't think I've ever seen the person who instigates the conversation get bored.</p><p></p><p>My tips on dialogue:</p><p>-If it's a routine conversation, ask if handwaving it is okay. Only do so if both player and DM agree to do so.</p><p>-Never handwave important conversations. If there's the potential for tension, go for it.</p><p>-Don't be afraid to make a fool of yourself. Use different voices -- growls, falsettos, and everything in between -- in addition to accents, catch phrases, snorts, giggles, exaggerated gestures, and anything else you can think of. Not only will it entertain your players, it'll maybe even encourage them to do likewise.</p><p>-Don't be afraid to blurt stuff out during conversation. I've had totally unexpected side quests come up from things I said while improvising an NPC's speech. It's fun.</p><p></p><p>Way I see it, combat is fun, and conveys excitement and danger really well. Conversation isn't usually as high-stakes (not usually), but it can convey a much greater range of emotion, from grief to hilarity, and should be just as involving as combat.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 212433, member: 259"] Get a copy of KoDT out, point at Bob, and say, "Bad Bob! Bad! No experience for Bob!" Actually, I tend to think that too much purple prose in a game can bog it down. Ideally, you can get one or two details that really set the scene -- a smell, a beam of light arcing through the forest's leaves, the sound of cockroaches scurrying through the piles of guano. Too much description can make people tune out. Dialogue, however, is very involving -- especially if there's a lot at stake, or if the dialogue is sort of funny. Although I've had players take a back seat during conversations, I don't think I've ever seen the person who instigates the conversation get bored. My tips on dialogue: -If it's a routine conversation, ask if handwaving it is okay. Only do so if both player and DM agree to do so. -Never handwave important conversations. If there's the potential for tension, go for it. -Don't be afraid to make a fool of yourself. Use different voices -- growls, falsettos, and everything in between -- in addition to accents, catch phrases, snorts, giggles, exaggerated gestures, and anything else you can think of. Not only will it entertain your players, it'll maybe even encourage them to do likewise. -Don't be afraid to blurt stuff out during conversation. I've had totally unexpected side quests come up from things I said while improvising an NPC's speech. It's fun. Way I see it, combat is fun, and conveys excitement and danger really well. Conversation isn't usually as high-stakes (not usually), but it can convey a much greater range of emotion, from grief to hilarity, and should be just as involving as combat. Daniel [/QUOTE]
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Ever had that one player who's just on a different wavelength?
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