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How would you handle this encounter?
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<blockquote data-quote="Beleriphon" data-source="post: 7798776" data-attributes="member: 27847"><p>Even if you haven't gotten better, its worth the effort. Even if its just to get a laugh from the group over your terrible "old lady" voice. One thing I recommend is try standing up and walking in a few circles around the table while talking using different types of footsteps. Big ones like you're wearing boots three sizes too big for an ogre, tiny little ones for Granny.</p><p></p><p>One how to play it out here's how I would handle it:</p><p></p><p>DM: <Granny's intro></p><p>Player: She's too nice, I want to figure out if she's going to poison the tea.</p><p>DM: Cool. Want to do anything in particular?</p><p>Player: I'm not sure, I don't want to have play a game of The Sicilian. Maybe it smells weird?</p><p>DM: Alright, lets use Widsom (Perception) and see what happens.</p><p>Player: Ooof, and 8.</p><p>DM: Rae doesn't smell anything other than mint tea.</p><p>Player: Still don't like this, can I taste it a bit and see if that helps?</p><p>DM: Sure, still going to be Wisdom. Any proficiency you think might help?</p><p>Player: Maybe medicine? I figure I should be able to figure it out if it tastes off, or feels tingly.</p><p>DM: I like it, Wisdom (Medicine) it is.</p><p>Player: 15, way better!</p><p>DM: All Rae can taste is mint tea. Granny gives you an odd look, "Deary, if I wanted to kill you I wouldn't have asked you in."</p><p><play continue></p><p></p><p>The one big difference between my way and yours Oofta is that I'm putting the narration of character action into the player's hands at every stage. So they tell me what they think their character is doing, if they don't know or can't figure it out I'll usually give them some suggestions, or ask a few probing questions to get them thinking. I don't want to narrate their actions, just the results. I mean that literally I don't want to have to narrate the character actions, that should be up to the players to provide to the group.</p></blockquote><p></p>
[QUOTE="Beleriphon, post: 7798776, member: 27847"] Even if you haven't gotten better, its worth the effort. Even if its just to get a laugh from the group over your terrible "old lady" voice. One thing I recommend is try standing up and walking in a few circles around the table while talking using different types of footsteps. Big ones like you're wearing boots three sizes too big for an ogre, tiny little ones for Granny. One how to play it out here's how I would handle it: DM: <Granny's intro> Player: She's too nice, I want to figure out if she's going to poison the tea. DM: Cool. Want to do anything in particular? Player: I'm not sure, I don't want to have play a game of The Sicilian. Maybe it smells weird? DM: Alright, lets use Widsom (Perception) and see what happens. Player: Ooof, and 8. DM: Rae doesn't smell anything other than mint tea. Player: Still don't like this, can I taste it a bit and see if that helps? DM: Sure, still going to be Wisdom. Any proficiency you think might help? Player: Maybe medicine? I figure I should be able to figure it out if it tastes off, or feels tingly. DM: I like it, Wisdom (Medicine) it is. Player: 15, way better! DM: All Rae can taste is mint tea. Granny gives you an odd look, "Deary, if I wanted to kill you I wouldn't have asked you in." <play continue> The one big difference between my way and yours Oofta is that I'm putting the narration of character action into the player's hands at every stage. So they tell me what they think their character is doing, if they don't know or can't figure it out I'll usually give them some suggestions, or ask a few probing questions to get them thinking. I don't want to narrate their actions, just the results. I mean that literally I don't want to have to narrate the character actions, that should be up to the players to provide to the group. [/QUOTE]
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