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<blockquote data-quote="wedgeski" data-source="post: 1847709" data-attributes="member: 16212"><p>There's <strong>winging it</strong> (making up a couple of save DC's or deciding which skill check would be appropriate) and <em>winging it</em> (generating whole swathes of an adventure off the top of your head because the PC's turned right when the module assumed they'd turn left). The first extreme is relatively easy for anyone who generally knows the rules, but the second is something that only relatively good and/or experienced DM's tend to be able to do well. And I'm not talking about making up a quick dungeon here - I'm talking about creating a chapter of your campaign that is as exciting as, and fits seamlessly into, the rest of your game.</p><p></p><p>I've done it semi-successfully a couple of times in a previous DL War of the Lance campaign, but they tended to be interludes which I threw together while trying to steer the PC's back toward the denouement of the module, rather than integral bits of the story. Plus, the only evidence I had that it 'worked' was that my players didn't tell me afterwards that it was obvious I had no idea what I was doing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One day I'd love to throw together an A4 page of crib notes and run an entire campaign off the top of my head, almost entirely driven by the actions of the PC's but with a story arc that seems foreshadowed from day 1. That's DM Nirvana AFAIC.</p></blockquote><p></p>
[QUOTE="wedgeski, post: 1847709, member: 16212"] There's [B]winging it[/B] (making up a couple of save DC's or deciding which skill check would be appropriate) and [I]winging it[/I] (generating whole swathes of an adventure off the top of your head because the PC's turned right when the module assumed they'd turn left). The first extreme is relatively easy for anyone who generally knows the rules, but the second is something that only relatively good and/or experienced DM's tend to be able to do well. And I'm not talking about making up a quick dungeon here - I'm talking about creating a chapter of your campaign that is as exciting as, and fits seamlessly into, the rest of your game. I've done it semi-successfully a couple of times in a previous DL War of the Lance campaign, but they tended to be interludes which I threw together while trying to steer the PC's back toward the denouement of the module, rather than integral bits of the story. Plus, the only evidence I had that it 'worked' was that my players didn't tell me afterwards that it was obvious I had no idea what I was doing. :) One day I'd love to throw together an A4 page of crib notes and run an entire campaign off the top of my head, almost entirely driven by the actions of the PC's but with a story arc that seems foreshadowed from day 1. That's DM Nirvana AFAIC. [/QUOTE]
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