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<blockquote data-quote="snak" data-source="post: 695481" data-attributes="member: 2474"><p>Ad libbing is about giving up a certain amount of control over the situation. For games to be fun for the players must feel they can interact with the world and effect it. Sensual details regarding sights, sounds, smells, textures all provide a background as to how a pc might react. "Might" is the operative word. Just like IRL you can't tell another person how to feel about something, you will drive players crazy trying to roleplay their characters.</p><p></p><p>Seem like you are very thoughtful in the construction of your scenarios. Focus more on what the physical nature of a scene is and what your NPC's want. For puzzles/obstacles/encounters figure out a few ways you might handle the situation, but then let it rest. The players will often do something totally different. Enjoy their creativity and let go of what you had planned, and of course drop the hammer later if they fail to save the world. If a characters come to a door, they might open is, phase though it, or bust it down. Several of those possibilities might thwart the really cool trap the evil guys set. So be it. To force an outcome make you a rail road conductor and players quickly begin to resent that.</p><p></p><p>Besides detailing NPC motivations, which can range from "I want a ham sandwhich" to "I want to rule the world" try coming up with a quote that best expresses that characters nature. Keep that with a note book next to you when you game for inspiration, prepared speeches usually don't go over well. </p><p></p><p>Finally use the note book so that when you do off the cuff stuff you can record pertinent information for later.</p><p></p><p>Hope this helps</p></blockquote><p></p>
[QUOTE="snak, post: 695481, member: 2474"] Ad libbing is about giving up a certain amount of control over the situation. For games to be fun for the players must feel they can interact with the world and effect it. Sensual details regarding sights, sounds, smells, textures all provide a background as to how a pc might react. "Might" is the operative word. Just like IRL you can't tell another person how to feel about something, you will drive players crazy trying to roleplay their characters. Seem like you are very thoughtful in the construction of your scenarios. Focus more on what the physical nature of a scene is and what your NPC's want. For puzzles/obstacles/encounters figure out a few ways you might handle the situation, but then let it rest. The players will often do something totally different. Enjoy their creativity and let go of what you had planned, and of course drop the hammer later if they fail to save the world. If a characters come to a door, they might open is, phase though it, or bust it down. Several of those possibilities might thwart the really cool trap the evil guys set. So be it. To force an outcome make you a rail road conductor and players quickly begin to resent that. Besides detailing NPC motivations, which can range from "I want a ham sandwhich" to "I want to rule the world" try coming up with a quote that best expresses that characters nature. Keep that with a note book next to you when you game for inspiration, prepared speeches usually don't go over well. Finally use the note book so that when you do off the cuff stuff you can record pertinent information for later. Hope this helps [/QUOTE]
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