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General Tabletop Discussion
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GMs: Issues with Improvising During Sessions?
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<blockquote data-quote="Ratskinner" data-source="post: 7587646" data-attributes="member: 6688937"><p>It can depend a lot of the system I'm running, honestly.</p><p></p><p>Looking up rules</p><p>Tremendously system-dependent. For D&D and related, its a constant bother. (Our group switches system a lot and minor changes in things like healing, damage, etc. are constant bugaboos.) However, when running Fate or a PbtA game, this isn't really a thing.</p><p></p><p>Generating quality minor NPCs quickly (players want to talk to an NPC you hadn't prepared)</p><p>My biggest problem with this kind of thing used to be names. I've solved that with Inspiration Pad Pro. I just have a sheet full of names ready to go. Unless combat breaks out, then it can be a pain for systems like D&D, where generating an NPC takes more than writing a few lines down.</p><p></p><p>Generating quality locations/maps quickly (players explore unprepared areas) </p><p>Lots of generators online, its pretty easy to have some sketchy bits printed out to reference.</p><p></p><p>Dropping in an unexpected combat scene (players attack guards, crime syndicate, etc.)</p><p>Again, system dependent. PbtA adversaries are just descriptions, so that's almost instant. A Fate adversary can take only a minute or two to "stat up" but a D&D adversary (if you want it to be interesting) can take a lot longer. Of course, you can "wing it" with any system that you are familiar with.</p><p></p><p>Dropping in an unexpected roleplay scene (players interact with prepared NPCs beyond what's planned)</p><p>Easy-peasy after I got the name thing got sorted out.</p><p></p><p>Generating handouts (players came upon a clue or quest hook you hadn't prepared for)</p><p>If I'm at home, I can just hit print. At my buddy's house....well its much harder.</p><p></p><p>Reacting to fundamental changes in the story (players kill quest NPCs, side with bad guys, etc.)</p><p>I try not to have too awful much planned out ahead of time.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 7587646, member: 6688937"] It can depend a lot of the system I'm running, honestly. Looking up rules Tremendously system-dependent. For D&D and related, its a constant bother. (Our group switches system a lot and minor changes in things like healing, damage, etc. are constant bugaboos.) However, when running Fate or a PbtA game, this isn't really a thing. Generating quality minor NPCs quickly (players want to talk to an NPC you hadn't prepared) My biggest problem with this kind of thing used to be names. I've solved that with Inspiration Pad Pro. I just have a sheet full of names ready to go. Unless combat breaks out, then it can be a pain for systems like D&D, where generating an NPC takes more than writing a few lines down. Generating quality locations/maps quickly (players explore unprepared areas) Lots of generators online, its pretty easy to have some sketchy bits printed out to reference. Dropping in an unexpected combat scene (players attack guards, crime syndicate, etc.) Again, system dependent. PbtA adversaries are just descriptions, so that's almost instant. A Fate adversary can take only a minute or two to "stat up" but a D&D adversary (if you want it to be interesting) can take a lot longer. Of course, you can "wing it" with any system that you are familiar with. Dropping in an unexpected roleplay scene (players interact with prepared NPCs beyond what's planned) Easy-peasy after I got the name thing got sorted out. Generating handouts (players came upon a clue or quest hook you hadn't prepared for) If I'm at home, I can just hit print. At my buddy's house....well its much harder. Reacting to fundamental changes in the story (players kill quest NPCs, side with bad guys, etc.) I try not to have too awful much planned out ahead of time. [/QUOTE]
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