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General Tabletop Discussion
*Dungeons & Dragons
GM Improvisation Aids in 5e
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<blockquote data-quote="Blue" data-source="post: 6950286" data-attributes="member: 20564"><p>There's plenty out there to flesh out details to make it real (professions, etc), what would be new would be more things to make it easier to run. For improv I'd want things to help me when players stray from what I have prepared and I need to fill in NOW - even if it's not complete, I can flesh things out between sessions.</p><p></p><p>1. A random hooks table (per environment) that I could then run with. Like a Forest entry might have "Rats nailed to trees with black iron nails. Perhaps it's a boundary, warning or path.", while Road might have things like "Criminal hanging in a gimlet at minor crossroads" with a short sub-table of options like "insists is innocent" or "guilty but helped the PCs in the past"</p><p></p><p>2. A table of memorable personality quirks - not just things like "curious" which are generic and blend in with others, but things like "unhealthy interest in the details of the gore of combat" that makes NPCs memorable. Perhaps with a sister trait table: "almost skeletally thin", "talks with a rasp and has a noose scar on his throat", "stares without blinking" - together you can generate someone whm will stick in the player's minds.</p><p></p><p>3. Non-combat hazards, again by area. Not leveled, but with advice how to scale appropriately. Pickpockets, washed out bridges, flash flood, stampede of catoblepas/zombie lemmings/bulettes.</p></blockquote><p></p>
[QUOTE="Blue, post: 6950286, member: 20564"] There's plenty out there to flesh out details to make it real (professions, etc), what would be new would be more things to make it easier to run. For improv I'd want things to help me when players stray from what I have prepared and I need to fill in NOW - even if it's not complete, I can flesh things out between sessions. 1. A random hooks table (per environment) that I could then run with. Like a Forest entry might have "Rats nailed to trees with black iron nails. Perhaps it's a boundary, warning or path.", while Road might have things like "Criminal hanging in a gimlet at minor crossroads" with a short sub-table of options like "insists is innocent" or "guilty but helped the PCs in the past" 2. A table of memorable personality quirks - not just things like "curious" which are generic and blend in with others, but things like "unhealthy interest in the details of the gore of combat" that makes NPCs memorable. Perhaps with a sister trait table: "almost skeletally thin", "talks with a rasp and has a noose scar on his throat", "stares without blinking" - together you can generate someone whm will stick in the player's minds. 3. Non-combat hazards, again by area. Not leveled, but with advice how to scale appropriately. Pickpockets, washed out bridges, flash flood, stampede of catoblepas/zombie lemmings/bulettes. [/QUOTE]
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