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General Tabletop Discussion
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GMs: Issues with Improvising During Sessions?
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<blockquote data-quote="Blue" data-source="post: 7586475" data-attributes="member: 20564"><p>The way the questions are worded it looks like you're actually polling for what suppliment would be most helpful. Not saying this is the case, just how it comes across to me. (And it's not a bad thing.)</p><p></p><p>Sometimes what I want when improving is a meaningful and creative time-waster. I know "time-waster" sounds so negative, let me explain.</p><p></p><p>My players regularly go off what I expected from them. I'm fine with it - I intentionally throw more plot hooks at them then they can deal with. But pulling up a "hey, six sessions back X happened, and now we're in a place relating to X so let's investigate". When I don't have anything prepped for this city/whatever outside the general "why X happened". i can easily improve RP, and can throw together combat, but often to get to a meaty next step I need to work on it between sessions.</p><p></p><p>So having a bunch of things outside RP and combat that I can quickly find developed twists, puzzles, intrique room traps, random events (funeral parade!), and the such that will be of memorable interest to the players but really buy me the time to the end of the session so I can work out next steps better would be good.</p><p></p><p>Not that I always need them, but having it as a handy resource for when I do.</p><p></p><p>BTW, the other thing I could use, improv or not, would be lists of local color for different types of areas. Being able to throw in descriptions of a puppet show with children when walking down a street, or a glade filled with orchids in the middle of a forest, or whatever. Even one page per different types of locations with a d% chart would be fantastic.</p></blockquote><p></p>
[QUOTE="Blue, post: 7586475, member: 20564"] The way the questions are worded it looks like you're actually polling for what suppliment would be most helpful. Not saying this is the case, just how it comes across to me. (And it's not a bad thing.) Sometimes what I want when improving is a meaningful and creative time-waster. I know "time-waster" sounds so negative, let me explain. My players regularly go off what I expected from them. I'm fine with it - I intentionally throw more plot hooks at them then they can deal with. But pulling up a "hey, six sessions back X happened, and now we're in a place relating to X so let's investigate". When I don't have anything prepped for this city/whatever outside the general "why X happened". i can easily improve RP, and can throw together combat, but often to get to a meaty next step I need to work on it between sessions. So having a bunch of things outside RP and combat that I can quickly find developed twists, puzzles, intrique room traps, random events (funeral parade!), and the such that will be of memorable interest to the players but really buy me the time to the end of the session so I can work out next steps better would be good. Not that I always need them, but having it as a handy resource for when I do. BTW, the other thing I could use, improv or not, would be lists of local color for different types of areas. Being able to throw in descriptions of a puppet show with children when walking down a street, or a glade filled with orchids in the middle of a forest, or whatever. Even one page per different types of locations with a d% chart would be fantastic. [/QUOTE]
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