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Forked from the Quasit Thread - Some DMing Advice Learned from my Mistakes.
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<blockquote data-quote="cooperjer" data-source="post: 7139097" data-attributes="member: 6862150"><p>I've been watching Chris Perkins on Dice, Camera, Action for about two episodes. He seems to have a vast knowledge of the Forgotten Realms and a skill for taking a player idea that wouldn't normally work and working with it to incorporate it with the history of the world he has the game in. So, in the situation where some of the PCs are taking the direct approach the result may be any of the following:</p><p></p><p>1. Another rival tribe attacks in the middle of the conversation which drives the PCs out of the social game and gives them an opportunity to: gain renown with the tribe leader, kill the tribe leader with a little better odds, or search the camp amongst the chaos.</p><p>2. The tribal leader would ask the PCs to perform a task for him. Let's say the tribal leader needs: a magic item recovered, the head of a rival tribe, the militia of a near by town weakened, or some similar task. This opens up opportunity for the PCs to earn renown with the tribal leader. It also opens up a way for the tribal leader to observed the strengths of the PCs and use that knowledge against them.</p><p>3. A significantly powerful creature enters the scene (hulking combat master, ancient shaman, pet dragon, etc). The players or PCs may not be knowledgeable with the power, but the DM would give an intimidating description which more or less tells the PCs in the scene that combat is not an option and the tribal leader is not changing their mind.</p><p></p><p>There are probably several more ways to work the scene to end up with the player feeling satisfied that some knowledge was gained in the scene or more opportunities developed from the scene.</p></blockquote><p></p>
[QUOTE="cooperjer, post: 7139097, member: 6862150"] I've been watching Chris Perkins on Dice, Camera, Action for about two episodes. He seems to have a vast knowledge of the Forgotten Realms and a skill for taking a player idea that wouldn't normally work and working with it to incorporate it with the history of the world he has the game in. So, in the situation where some of the PCs are taking the direct approach the result may be any of the following: 1. Another rival tribe attacks in the middle of the conversation which drives the PCs out of the social game and gives them an opportunity to: gain renown with the tribe leader, kill the tribe leader with a little better odds, or search the camp amongst the chaos. 2. The tribal leader would ask the PCs to perform a task for him. Let's say the tribal leader needs: a magic item recovered, the head of a rival tribe, the militia of a near by town weakened, or some similar task. This opens up opportunity for the PCs to earn renown with the tribal leader. It also opens up a way for the tribal leader to observed the strengths of the PCs and use that knowledge against them. 3. A significantly powerful creature enters the scene (hulking combat master, ancient shaman, pet dragon, etc). The players or PCs may not be knowledgeable with the power, but the DM would give an intimidating description which more or less tells the PCs in the scene that combat is not an option and the tribal leader is not changing their mind. There are probably several more ways to work the scene to end up with the player feeling satisfied that some knowledge was gained in the scene or more opportunities developed from the scene. [/QUOTE]
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Forked from the Quasit Thread - Some DMing Advice Learned from my Mistakes.
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