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"Hot Take": Fear is a bad motivator
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<blockquote data-quote="Scott Christian" data-source="post: 8252254" data-attributes="member: 6901101"><p>Fear is not ever present in our games, and most that I have played/DM'ed. I think there are things a DM can do to mitigate this paranoia, and I think the broader moods enhance the game. Here are a few specific examples:</p><ul> <li data-xf-list-type="ul">DM buddy of mine built a fun drinking, dancing, riddle filled dungeon that needed to be navigated to get information from a good guy, a copper dragon in fact. (And yes, we literally had to drink and enter a dance off.)</li> <li data-xf-list-type="ul">Less extreme, most of my trusting NPC's do specific things: the Captain of the guards reaches into her own coin purse to pay you to check on her men; approaching the halfling you see him hugging his child and playing horseshoes with his wife; the merchant who hired you throws a feast and you have a line of jokes he likes to tell.</li> <li data-xf-list-type="ul">As DM, one can describe the setting with comic or serene similes and metaphors. The music in the background helps too.</li> <li data-xf-list-type="ul">Just as important, don't change moods quickly. Foreshadow any upcoming trouble. This tempers players reactions to "the good folk" around them.</li> </ul><p></p><p>To be honest, I can't imagine playing a game without good spots. Without places, people, or things that are worth protecting. I mean, a good corrupted setting and tension based narrative is awesome. But, so is making friends at the pub over a game of dice or a drinking contest or a "who can balance the dagger on their head" contest. (Not in real life, but with rolls.) A spectrum is needed.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8252254, member: 6901101"] Fear is not ever present in our games, and most that I have played/DM'ed. I think there are things a DM can do to mitigate this paranoia, and I think the broader moods enhance the game. Here are a few specific examples: [LIST] [*]DM buddy of mine built a fun drinking, dancing, riddle filled dungeon that needed to be navigated to get information from a good guy, a copper dragon in fact. (And yes, we literally had to drink and enter a dance off.) [*]Less extreme, most of my trusting NPC's do specific things: the Captain of the guards reaches into her own coin purse to pay you to check on her men; approaching the halfling you see him hugging his child and playing horseshoes with his wife; the merchant who hired you throws a feast and you have a line of jokes he likes to tell. [*]As DM, one can describe the setting with comic or serene similes and metaphors. The music in the background helps too. [*]Just as important, don't change moods quickly. Foreshadow any upcoming trouble. This tempers players reactions to "the good folk" around them. [/LIST] To be honest, I can't imagine playing a game without good spots. Without places, people, or things that are worth protecting. I mean, a good corrupted setting and tension based narrative is awesome. But, so is making friends at the pub over a game of dice or a drinking contest or a "who can balance the dagger on their head" contest. (Not in real life, but with rolls.) A spectrum is needed. [/QUOTE]
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"Hot Take": Fear is a bad motivator
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