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GMs: What lessons have you learned from playing/other GMs?
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<blockquote data-quote="cr0m" data-source="post: 4225501" data-attributes="member: 55932"><p>The importance of pacing. Knowing when to cut away and fast forward to the good parts. That immersive play isn't all it's cracked up to be. That the Big Reveal isn't all it's cracked up to be. </p><p></p><p>That the worst kind of roleplaying encounter is the ambiguous kind. There's nothing worse than seeing the mysterious stranger in the bar, talking to him and getting nothing but name, rank and serial number.</p><p></p><p>Do your shopping offline. Don't always ambush the party when they're asleep, weak, or otherwise acting like human beings. Don't expect players to parlay with an obvious enemy.</p><p></p><p>Describe what's important. This usually doesn't mean the dimensions of a room... unless someone is pointing a crossbow at the party. Sometimes "a fetid torture chamber" is more evocative than "a 40 x 60 room with an iron maiden, a rack, a wheel, a cell, a dunking trough, 4 whips, etc".</p><p></p><p>Don't be afraid to tell the players what their goal is. Fighting your way through the fanatical legions of a blubbery demon prince before they raise him from hell is the fun part... not spending five sessions trying to figure out why there are so many cultists hanging around the local pub.</p></blockquote><p></p>
[QUOTE="cr0m, post: 4225501, member: 55932"] The importance of pacing. Knowing when to cut away and fast forward to the good parts. That immersive play isn't all it's cracked up to be. That the Big Reveal isn't all it's cracked up to be. That the worst kind of roleplaying encounter is the ambiguous kind. There's nothing worse than seeing the mysterious stranger in the bar, talking to him and getting nothing but name, rank and serial number. Do your shopping offline. Don't always ambush the party when they're asleep, weak, or otherwise acting like human beings. Don't expect players to parlay with an obvious enemy. Describe what's important. This usually doesn't mean the dimensions of a room... unless someone is pointing a crossbow at the party. Sometimes "a fetid torture chamber" is more evocative than "a 40 x 60 room with an iron maiden, a rack, a wheel, a cell, a dunking trough, 4 whips, etc". Don't be afraid to tell the players what their goal is. Fighting your way through the fanatical legions of a blubbery demon prince before they raise him from hell is the fun part... not spending five sessions trying to figure out why there are so many cultists hanging around the local pub. [/QUOTE]
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