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<blockquote data-quote="velm" data-source="post: 1854467" data-attributes="member: 25998"><p>'winging it' usually happens right after I say "You do WHAT?"</p><p>Those are usually the memorable times. When the pc's do unexpected things. Things that will usually terminate an adventure. At that point, I have just sat there for a few seconds and thought about it in my head and just to do the 'logical' thing as I ask myself "self, could this work?" or I just take a 'logical' step and say "Hmm, what would happen if Player 'x' this?" and just take it from there. I usually 'go with the flow.' </p><p>I try not to give out DCs as it can sometimes ruin it, and like someone else said, think of a 'magic' number and see what they roll. A lot of times, the PCs will drive the adventure. It can also really add some spice to it as well. I try to just go with it. If there is a ruling that might apply, if I think I can look it up in under a minute, I might give it a shot, otherwise, I just go for it. When it was just a buddy of mine who showed up once, he talked me into running an adv for him as we had some down time. I had a low level character who came across a goblin war party, instead of the standard combat, he decided he wanted to parley with them. I thought about it, and I let him have a go with it. It was a really really interesting time. He actually used skills, something that he normally did not do. Then he was lead to a Necromancer in a cave, he ended up convincing the necromancer that he come to study from him because of the 'necromancers greatness.' I ended up scrapping the adventure after about 15 minutes because of some things he did, but he did not ever know until after it was over and I told him.</p></blockquote><p></p>
[QUOTE="velm, post: 1854467, member: 25998"] 'winging it' usually happens right after I say "You do WHAT?" Those are usually the memorable times. When the pc's do unexpected things. Things that will usually terminate an adventure. At that point, I have just sat there for a few seconds and thought about it in my head and just to do the 'logical' thing as I ask myself "self, could this work?" or I just take a 'logical' step and say "Hmm, what would happen if Player 'x' this?" and just take it from there. I usually 'go with the flow.' I try not to give out DCs as it can sometimes ruin it, and like someone else said, think of a 'magic' number and see what they roll. A lot of times, the PCs will drive the adventure. It can also really add some spice to it as well. I try to just go with it. If there is a ruling that might apply, if I think I can look it up in under a minute, I might give it a shot, otherwise, I just go for it. When it was just a buddy of mine who showed up once, he talked me into running an adv for him as we had some down time. I had a low level character who came across a goblin war party, instead of the standard combat, he decided he wanted to parley with them. I thought about it, and I let him have a go with it. It was a really really interesting time. He actually used skills, something that he normally did not do. Then he was lead to a Necromancer in a cave, he ended up convincing the necromancer that he come to study from him because of the 'necromancers greatness.' I ended up scrapping the adventure after about 15 minutes because of some things he did, but he did not ever know until after it was over and I told him. [/QUOTE]
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