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How Do You DM? (It's a bit long.)
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<blockquote data-quote="Sunseeker" data-source="post: 6045538"><p>I plan by creating copious bullet-points. I leave them intentionally vague(save for when something necessitates specific information), because I know my party will never do things exactly as I want. I create a rough outline of what's going on in the world, who the movers and shakers are, and then decide what events are on the PC's level. Is it small-time petty theives causing trouble? Is an organized Mafia trying to overthrow the city? Are demon-worshipping cultists summining fel creatures into the countryside? Has a hibernating dragon awoken and sending legions of minions to scour the lands for the magical items that will grant it goodhood before it dies in a firey blaze that will destroy half the continent?</p><p></p><p>These are the sort of things that go through my mind. Right now my party is working on stopping a civil war and an impending invasion. They are not outright tearing through the streets, but are working the angles to overcome the rather large task in front of them.</p><p></p><p>-------</p><p></p><p>I do not use XP. I set various goals for my party, or when they create their own goals, reward them for completing them. Smaller goals net treasure, magical items, curios, reknown among the people. Bigger goals and special events give them levels in addition to that. </p><p></p><p>As above, I set the general "here's what's going on" and that's what I primarily use as my "big accomplishments" award time. When players create goals for their characters(such as seeking revenge on an adopted father or locating a special religious relic), that's when I reward players with treasure. </p><p></p><p>I like not using player-specific XP, because it then allows me to reward the group for a single character completing their own goals. Generally speaking, at their current level(9th) appropriate goals are a challenge needing multiple people, so when Jim needs to go on a personal quest, Bob and Sue have reasons for helping him out. I never have to worry about a player demanding the DM give them something special or they won't help Bob. They know they'll get something, so there's no reason to hold out.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6045538"] I plan by creating copious bullet-points. I leave them intentionally vague(save for when something necessitates specific information), because I know my party will never do things exactly as I want. I create a rough outline of what's going on in the world, who the movers and shakers are, and then decide what events are on the PC's level. Is it small-time petty theives causing trouble? Is an organized Mafia trying to overthrow the city? Are demon-worshipping cultists summining fel creatures into the countryside? Has a hibernating dragon awoken and sending legions of minions to scour the lands for the magical items that will grant it goodhood before it dies in a firey blaze that will destroy half the continent? These are the sort of things that go through my mind. Right now my party is working on stopping a civil war and an impending invasion. They are not outright tearing through the streets, but are working the angles to overcome the rather large task in front of them. ------- I do not use XP. I set various goals for my party, or when they create their own goals, reward them for completing them. Smaller goals net treasure, magical items, curios, reknown among the people. Bigger goals and special events give them levels in addition to that. As above, I set the general "here's what's going on" and that's what I primarily use as my "big accomplishments" award time. When players create goals for their characters(such as seeking revenge on an adopted father or locating a special religious relic), that's when I reward players with treasure. I like not using player-specific XP, because it then allows me to reward the group for a single character completing their own goals. Generally speaking, at their current level(9th) appropriate goals are a challenge needing multiple people, so when Jim needs to go on a personal quest, Bob and Sue have reasons for helping him out. I never have to worry about a player demanding the DM give them something special or they won't help Bob. They know they'll get something, so there's no reason to hold out. [/QUOTE]
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