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I need a shoulder to cry on...My pity party's pretty pathetic.
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<blockquote data-quote="sparxmith" data-source="post: 2418326" data-attributes="member: 14838"><p>1. Creativity. I think both inside and outside the box as appropriate.</p><p></p><p>2. Improvisation. I'm seldom caught flat footed, and have no trouble with altering details to maintain verismilitude.</p><p></p><p>3. Verisimilitude. I always like settings to make sense, both on the macroscopic and microscopic levels. PC actions ALWAYS have an effect upon the world around them. NPC interactions must always make sense, and the NPC's have lives of their own.</p><p></p><p>4. Combat Balance. I've never had a TPK, and my PC's seldom die to anything other than bad luck or poor tactics and strategy on their part. I also recognize that the game is not a power struggle between me and the PC's. I can kill them all at will, so why bother. On the other hand, I manage to create a sense of danger because they know that I will not fudge dice rolls. Furthermore, I'm an sublime tactician and my players know it.</p><p></p><p>5. Sense of the Heroic. I like my games to be adventurous and Heroic in nature. I disallow evil characters, and expect my Players to bring a sense of Morality to their in-game judgements. Why waste time pretending to be evil when we live in a world that is already full of the negative and tragic?</p><p></p><p></p><p>I'd most like to improve my creativity and improvisation. I think a firmer grasp of the rules would make this better.</p><p></p><p>As far as DC's, I usually set them too low. I tend to make it too easy for my characters to succed on non-combat problems. EL's and CR's are not a problem. (see #4) Basic combat is no problem either. But for me, the Devil is in the details.</p><p></p><p>I look forward to your reply, Thought Bubble.</p><p></p><p>Currently, I'm working on introducing a twist to my plotline. The PC's are completing a series of quests to earn the trust of a Baelnorn (CR 30) who is guarding an artifact that the PC's wish to destroy. The Zentarim wants the same artifact, and have an ECL 21 Rogue attempting to steal it. The twist is that a Paladin and his troupe will attempt to stop the party, arguing that the Baelnorn is more than capable of defending the artifact. To remove it from its current dungeon is to risk having it stolen. (And no, I didn't get the idea form OotS. It's purely coincidental. =-)</p><p></p><p>Thanx again!</p></blockquote><p></p>
[QUOTE="sparxmith, post: 2418326, member: 14838"] 1. Creativity. I think both inside and outside the box as appropriate. 2. Improvisation. I'm seldom caught flat footed, and have no trouble with altering details to maintain verismilitude. 3. Verisimilitude. I always like settings to make sense, both on the macroscopic and microscopic levels. PC actions ALWAYS have an effect upon the world around them. NPC interactions must always make sense, and the NPC's have lives of their own. 4. Combat Balance. I've never had a TPK, and my PC's seldom die to anything other than bad luck or poor tactics and strategy on their part. I also recognize that the game is not a power struggle between me and the PC's. I can kill them all at will, so why bother. On the other hand, I manage to create a sense of danger because they know that I will not fudge dice rolls. Furthermore, I'm an sublime tactician and my players know it. 5. Sense of the Heroic. I like my games to be adventurous and Heroic in nature. I disallow evil characters, and expect my Players to bring a sense of Morality to their in-game judgements. Why waste time pretending to be evil when we live in a world that is already full of the negative and tragic? I'd most like to improve my creativity and improvisation. I think a firmer grasp of the rules would make this better. As far as DC's, I usually set them too low. I tend to make it too easy for my characters to succed on non-combat problems. EL's and CR's are not a problem. (see #4) Basic combat is no problem either. But for me, the Devil is in the details. I look forward to your reply, Thought Bubble. Currently, I'm working on introducing a twist to my plotline. The PC's are completing a series of quests to earn the trust of a Baelnorn (CR 30) who is guarding an artifact that the PC's wish to destroy. The Zentarim wants the same artifact, and have an ECL 21 Rogue attempting to steal it. The twist is that a Paladin and his troupe will attempt to stop the party, arguing that the Baelnorn is more than capable of defending the artifact. To remove it from its current dungeon is to risk having it stolen. (And no, I didn't get the idea form OotS. It's purely coincidental. =-) Thanx again! [/QUOTE]
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I need a shoulder to cry on...My pity party's pretty pathetic.
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