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Forked Thread: gimme some narration
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<blockquote data-quote="Derro" data-source="post: 4514319" data-attributes="member: 51010"><p>I'll try to keep this short cause I'm a bit of a longwinded blow-hard.</p><p></p><p>If 4e is not doing what you want it to and another game is there is no question. Play the game that meets your needs. Done.</p><p></p><p>If you want more narration take the lead. Make sure all of your descriptions are oozing with atmosphere and action. I know it's not always easy when you're running the game because you have lots of plates to spin but try and be conscious of it. If you find yourself falling back into "he hits, take 12 damage, he misses, shift one square" etc. snap out of it. Don't allow yourself to contribute to the atmosphere of banality. I'm not at your table so I don't know what you say but I do know from experience that when the rest of the group is flat I don't put as much energy into it either.</p><p></p><p>There is always a feedback loop of energy in any kind of performance. A receptive and responsive audience leads to a better perform and vice versa. </p><p></p><p>As far as carrots are concerned I would suggest trying this: don't tell the players what you are going to do just do it. What I mean by this is that if a player does something that you think is good reward them immediately. Even if you've got to lower your standards a bit to what would be rewardable behavior. Once the ball gets rolling you can up the ante, make the narration and player controlled action incrementally more demanding until it reaches the level you are aspiring to.</p><p></p><p>There are some articles somewhere in my bookmarks about inspiring play at your table. I'll do some poking around and post some links.</p><p></p><p>Sheesh... I am a long-winded blowhard.</p></blockquote><p></p>
[QUOTE="Derro, post: 4514319, member: 51010"] I'll try to keep this short cause I'm a bit of a longwinded blow-hard. If 4e is not doing what you want it to and another game is there is no question. Play the game that meets your needs. Done. If you want more narration take the lead. Make sure all of your descriptions are oozing with atmosphere and action. I know it's not always easy when you're running the game because you have lots of plates to spin but try and be conscious of it. If you find yourself falling back into "he hits, take 12 damage, he misses, shift one square" etc. snap out of it. Don't allow yourself to contribute to the atmosphere of banality. I'm not at your table so I don't know what you say but I do know from experience that when the rest of the group is flat I don't put as much energy into it either. There is always a feedback loop of energy in any kind of performance. A receptive and responsive audience leads to a better perform and vice versa. As far as carrots are concerned I would suggest trying this: don't tell the players what you are going to do just do it. What I mean by this is that if a player does something that you think is good reward them immediately. Even if you've got to lower your standards a bit to what would be rewardable behavior. Once the ball gets rolling you can up the ante, make the narration and player controlled action incrementally more demanding until it reaches the level you are aspiring to. There are some articles somewhere in my bookmarks about inspiring play at your table. I'll do some poking around and post some links. Sheesh... I am a long-winded blowhard. [/QUOTE]
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