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Forked Thread: 3.5 Discounts (FREE TOOLBOX)
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<blockquote data-quote="DM_Jeff" data-source="post: 4719396" data-attributes="member: 3687"><p>I just came across a snippet I took out of my original submission for UT. As folks already know the book is mostly tables, but it's also loaded with some great advice peices and sidebars (one from jim regarding thinking outside the box involving storytelling is a favorite). Here's one I didn't include. I think at the time I thought it sounded too preachy.</p><p></p><p>As of January 2010 I’ll have been GMing for 30 years. And In all that time I’ve seen a lot of strange stuff, but I’ve never seen anything to make me believe there’s one all-powerful force controlling everything. Oh, no, wait. There is…it’s called the GM Screen. And the GM behind it. And oh, the life-altering and time-changing decisions made back there can control life, death, success and failure!</p><p></p><p>Over the years my players and I have come to find a more interesting solution. Because I like playing the game sometimes instead of always running it, but hardly ever get the chance, I found it’s easier to simulate playing if I make many die rolls right out in the open. Then, instead of knowing what I need to happen will happen, I can roll with the unexpected punches and stay on my toes. Sure, it’s easier to roll back behind a screen and make up whatever number you want or need, but I’ve come to believe that’s not as much fun for me. </p><p></p><p>As a player, part of the fun was always the unexpected change in tactics or roleplaying thanks to an unexpected really good or bad die roll. It’s funny, there are some GMs who are nearly petrified at having to do improve and change their static plans when something goes off the beaten path. I’d like to think that by letting the dice fall out in the open it helps you exercise your impromptu skills and your own playing ability.</p><p></p><p>True, there are some who prefer to keep dice so much in the background so as to keep suspension of disbelief and storytelling in the fore, but dice are part of our game! I find it also gets the players more involved and excited to see their perfect plans ruined by watching my d20 roll ‘cross the table and come up a 20 on a key saving throw. Or the cheers that come out when I roll a 1 when the tyrannosaur tries to power-attack the weakened paladin.</p><p></p><p>One of the best pieces of advice ever was from Mr. Clark Peterson who suggested in your gaming career always try a game or situation you never thought you would (that’s how I wound up running an Eberron game for a year). One time, if you normally roll all dice in private, try a game where you roll out in the open. You might discover a hidden talent within!</p><p></p><p>-DM Jeff</p></blockquote><p></p>
[QUOTE="DM_Jeff, post: 4719396, member: 3687"] I just came across a snippet I took out of my original submission for UT. As folks already know the book is mostly tables, but it's also loaded with some great advice peices and sidebars (one from jim regarding thinking outside the box involving storytelling is a favorite). Here's one I didn't include. I think at the time I thought it sounded too preachy. As of January 2010 I’ll have been GMing for 30 years. And In all that time I’ve seen a lot of strange stuff, but I’ve never seen anything to make me believe there’s one all-powerful force controlling everything. Oh, no, wait. There is…it’s called the GM Screen. And the GM behind it. And oh, the life-altering and time-changing decisions made back there can control life, death, success and failure! Over the years my players and I have come to find a more interesting solution. Because I like playing the game sometimes instead of always running it, but hardly ever get the chance, I found it’s easier to simulate playing if I make many die rolls right out in the open. Then, instead of knowing what I need to happen will happen, I can roll with the unexpected punches and stay on my toes. Sure, it’s easier to roll back behind a screen and make up whatever number you want or need, but I’ve come to believe that’s not as much fun for me. As a player, part of the fun was always the unexpected change in tactics or roleplaying thanks to an unexpected really good or bad die roll. It’s funny, there are some GMs who are nearly petrified at having to do improve and change their static plans when something goes off the beaten path. I’d like to think that by letting the dice fall out in the open it helps you exercise your impromptu skills and your own playing ability. True, there are some who prefer to keep dice so much in the background so as to keep suspension of disbelief and storytelling in the fore, but dice are part of our game! I find it also gets the players more involved and excited to see their perfect plans ruined by watching my d20 roll ‘cross the table and come up a 20 on a key saving throw. Or the cheers that come out when I roll a 1 when the tyrannosaur tries to power-attack the weakened paladin. One of the best pieces of advice ever was from Mr. Clark Peterson who suggested in your gaming career always try a game or situation you never thought you would (that’s how I wound up running an Eberron game for a year). One time, if you normally roll all dice in private, try a game where you roll out in the open. You might discover a hidden talent within! -DM Jeff [/QUOTE]
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