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Has complexity every worked for you as a DM?
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<blockquote data-quote="Ry" data-source="post: 3434708" data-attributes="member: 8314"><p>Here's a little thread necromancy, because I found the advice here really useful and I've referenced back to it many times. Here's my recap spiced by my own observations in the last 2 years.</p><p></p><p>1) You're the DM; it's your job to provide adversity. So prepare things in the background that can create adversity. Complexity, of the kind that helps the campaign, can emerge from conflicting interests in the game world (especially when the source of conflict are well-designed villains). When the players, acting on their own volition, encounter those conflicting interests, they are engaged with the complexity rather than just hearing about it.</p><p></p><p>2) Add stuff to the campaign as fits the moment, session, and situation at the time. Add things along the themes, or pull them in from your conflicting interests, above. Ways to connect these elements together will be even more obvious in hindsight, and you will get great ideas both at the table and between sessions.</p><p></p><p>3) Don't try to force plot twists; if you see an opening, go for it, but don't force it. Make sure that the surprises make sense - do the work of adding elements in the background that explain the surprise.</p><p></p><p>4) When you add elements to the campaign, ask why they exist or how they are motivated.</p><p></p><p>5) Secrets <em>which the players can discover</em> add complexity and are a great asset to the game.</p></blockquote><p></p>
[QUOTE="Ry, post: 3434708, member: 8314"] Here's a little thread necromancy, because I found the advice here really useful and I've referenced back to it many times. Here's my recap spiced by my own observations in the last 2 years. 1) You're the DM; it's your job to provide adversity. So prepare things in the background that can create adversity. Complexity, of the kind that helps the campaign, can emerge from conflicting interests in the game world (especially when the source of conflict are well-designed villains). When the players, acting on their own volition, encounter those conflicting interests, they are engaged with the complexity rather than just hearing about it. 2) Add stuff to the campaign as fits the moment, session, and situation at the time. Add things along the themes, or pull them in from your conflicting interests, above. Ways to connect these elements together will be even more obvious in hindsight, and you will get great ideas both at the table and between sessions. 3) Don't try to force plot twists; if you see an opening, go for it, but don't force it. Make sure that the surprises make sense - do the work of adding elements in the background that explain the surprise. 4) When you add elements to the campaign, ask why they exist or how they are motivated. 5) Secrets [I]which the players can discover[/I] add complexity and are a great asset to the game. [/QUOTE]
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