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"How do I beat the Matt Mercer effect?"
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<blockquote data-quote="jgsugden" data-source="post: 7768265" data-attributes="member: 2629"><p>There can be a wide spectrum within a game. Ease them in with what they're familiar with from their viewings, then transition to something more your style. One of the things Mercer does well is cover a spectrum of styles and emotions, from comedy to tragedy, from action to emotion, from hopeful to dysptopic. </p><p></p><p>As a DM, the core story of my campaigns is almost always the same: The world is falling apart and the PCs need to find a way to stop it before the final pillar of hope is lost... and then there is a twist and things get worse... but the heroes get a new opportunity to save the world. That tends to make the trail ends of the campaigns feel similar - but the buildup to it can be quite different. I've had Forgotten Realms campaigns that felt like the PCs walked out of an Indiana Jones movie... Homebrews where everything was a joke until someone didn't get the joke and fear set in... A Dragonlance Game that ... well, let's call it a kitchen sink. They all moved towards a desperate fight for the survival of the world where I tried to get as mny white knuckle moments as I could into the game.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7768265, member: 2629"] There can be a wide spectrum within a game. Ease them in with what they're familiar with from their viewings, then transition to something more your style. One of the things Mercer does well is cover a spectrum of styles and emotions, from comedy to tragedy, from action to emotion, from hopeful to dysptopic. As a DM, the core story of my campaigns is almost always the same: The world is falling apart and the PCs need to find a way to stop it before the final pillar of hope is lost... and then there is a twist and things get worse... but the heroes get a new opportunity to save the world. That tends to make the trail ends of the campaigns feel similar - but the buildup to it can be quite different. I've had Forgotten Realms campaigns that felt like the PCs walked out of an Indiana Jones movie... Homebrews where everything was a joke until someone didn't get the joke and fear set in... A Dragonlance Game that ... well, let's call it a kitchen sink. They all moved towards a desperate fight for the survival of the world where I tried to get as mny white knuckle moments as I could into the game. [/QUOTE]
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