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<blockquote data-quote="fba827" data-source="post: 4677618" data-attributes="member: 807"><p>how well do you know your players? what types of 'player' types do they fall in to?</p><p>Some like story, others like combat, others still lean towards enjoyment from roleplaying out interaction, still others don't care as long as they can get together with friends and be silly... a nd so on.</p><p></p><p>None of your players will enjoy it if you yourself (as the DM) don't show excitment for it... so how about you -- what do you like?</p><p></p><p>Speaking from experience as an example -- I like plot and story, so I figured out the framework for a storyline that could carry, and then just built everything off the framework. Because I like the story, I'm able to do so enthusiastically and get the players invested in it as well -- so they seem to enjoy the noncombat plot advancement encounters as much as anything else. </p><p></p><p>So my point -- what about noncombat encounters do YOU like, and how can we exploit that enthusiasm for the players to feed off of as well. And then, what do you know about your players likes?</p><p></p><p>It doesn't all have to be skill challenges, sometimes just interacting with NPCs (to obtain information that moves the game forward) can be just as rewarding, and you can consider it the XP equivalent of a skill challenge if you so desire.</p></blockquote><p></p>
[QUOTE="fba827, post: 4677618, member: 807"] how well do you know your players? what types of 'player' types do they fall in to? Some like story, others like combat, others still lean towards enjoyment from roleplaying out interaction, still others don't care as long as they can get together with friends and be silly... a nd so on. None of your players will enjoy it if you yourself (as the DM) don't show excitment for it... so how about you -- what do you like? Speaking from experience as an example -- I like plot and story, so I figured out the framework for a storyline that could carry, and then just built everything off the framework. Because I like the story, I'm able to do so enthusiastically and get the players invested in it as well -- so they seem to enjoy the noncombat plot advancement encounters as much as anything else. So my point -- what about noncombat encounters do YOU like, and how can we exploit that enthusiasm for the players to feed off of as well. And then, what do you know about your players likes? It doesn't all have to be skill challenges, sometimes just interacting with NPCs (to obtain information that moves the game forward) can be just as rewarding, and you can consider it the XP equivalent of a skill challenge if you so desire. [/QUOTE]
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