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How much worldbuilding should novice GMs do? (forked thread)
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<blockquote data-quote="ProfessorCirno" data-source="post: 4742316" data-attributes="member: 65637"><p>Weither you world build or improv, the best advice I can give is: Take notes on what you've done in game so far. Write down town names <strong>and</strong> small descriptions for the players that don't remember the names. Same with NPCs - you can have some awesomely memorable NPCs that are created on the fly. One thing I've seen done is a Big Book of NPC Descriptions - find some of the best or most unique loooking characters you've either made or come across, keep them in note form, and throw them out randomly. You can fluff them up <strong>after</strong> the party decides they're interested in said NPC.</p><p></p><p>To give an example, in a game I'm playing, one character has made a habit of almost <em>collecting</em> NPCs for our party. We come across a group of bandits in the forest, and said bandits have an enchantress. What does he do? Brow-beat her into joining our group to learn how to be a good and moral person. <em>This was not the time he did it</em>. And it's a blast! The DM is loving it, because he's getting more mileage out of NPCs then he would've thought. We love it because, well, hell, PCs - myself included - love this kinda stuff. Give a PC a +1 sword, they'll sell it as soon as something better comes up. Give them a castle/ship/vauge headquarters and some NPC followers, and they'll defend them to the death.</p><p></p><p>It doesn't matter if you world build or make it up as you go - the fluff matters if you make it matter. The more you describe something, the more the PCs care about it, because it looks like <em>you</em> care about it. Granted, there's a point where you go too far, and the players no longer give a damn about the elf's flowing locks of hair. But avoid that, and you're gold.</p></blockquote><p></p>
[QUOTE="ProfessorCirno, post: 4742316, member: 65637"] Weither you world build or improv, the best advice I can give is: Take notes on what you've done in game so far. Write down town names [B]and[/B] small descriptions for the players that don't remember the names. Same with NPCs - you can have some awesomely memorable NPCs that are created on the fly. One thing I've seen done is a Big Book of NPC Descriptions - find some of the best or most unique loooking characters you've either made or come across, keep them in note form, and throw them out randomly. You can fluff them up [B]after[/B] the party decides they're interested in said NPC. To give an example, in a game I'm playing, one character has made a habit of almost [I]collecting[/I] NPCs for our party. We come across a group of bandits in the forest, and said bandits have an enchantress. What does he do? Brow-beat her into joining our group to learn how to be a good and moral person. [I]This was not the time he did it[/I]. And it's a blast! The DM is loving it, because he's getting more mileage out of NPCs then he would've thought. We love it because, well, hell, PCs - myself included - love this kinda stuff. Give a PC a +1 sword, they'll sell it as soon as something better comes up. Give them a castle/ship/vauge headquarters and some NPC followers, and they'll defend them to the death. It doesn't matter if you world build or make it up as you go - the fluff matters if you make it matter. The more you describe something, the more the PCs care about it, because it looks like [I]you[/I] care about it. Granted, there's a point where you go too far, and the players no longer give a damn about the elf's flowing locks of hair. But avoid that, and you're gold. [/QUOTE]
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