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Im running my first full game Wednesday! advise?
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<blockquote data-quote="Iconik" data-source="post: 5261722" data-attributes="member: 92708"><p>Are Bendy Walls really that good? I was looking at them the other day. If I were to purchase them how many would you say to pick up to make it worth it?</p><p> </p><p>I really like the idea about the cards on the DM screen. Got any examples you can show? One thing I've noticed about 4e is that keeping track of everything that's going on in battle encounters can be insanely frustrating. Which brings me to:</p><p> </p><p>OP,</p><p> </p><p>If you have multiples of a monster on the board doing battle, go buy some mini 6 sided dice and use those to keep track of which one is which.</p><p> </p><p>Believability (is that a word?): I cannot stress this enough. I've posted once in this thread about it already but I will do so again. The more REAL you make things seem the better off the campaign will be. </p><p> </p><p>Table Talk: Again, something I've touched on. It's so important. I abhor it. You should too. </p><p> </p><p>Keep the game moving: Tell your party the second everyone sits down that any debate on rules or how something worked out goes on AFTER the session. Not at the table.</p><p> </p><p>Awards: I have a a whiteboard on the wall where I keep notes, write quick maps, keep initiative order. But, I also use it for session awards. Things like "Most Epic", "Biggest Nerd (kept ic the most/best), "Biggest Sword" (Did most damage), "Biggest Paws" (The person that slowed down the game the most). Among others. We have goofy ones and serious ones. No one gets their feelings hurt. This is a good way to let ppl know how they are doing.</p><p> </p><p>We went on about descriptions earlier and I will do so again here. I don't know if you're a big reader or not. I am. I've read hundreds of books. Millions of words. TONS of lengthy paragraphs on descriptions. This is a great way to learn how to give a good description. I usually write my descriptions out on paper. I then read it a couple of times throughout the week so I can get a good idea what's on there. When they get to that city street, ruin or room I'll have a good idea of whats in there. I WILL read it though. But, because I had read it a couple of times throughout the week it really doesn't sound like I'm reading it. Here's an example from last weeks adventure where the party was in the ruins of an ancient city underneath an existing city. I DO get this wordy. It's great. I notice now that my group all shut their eyes when I'm giving them descriptions. Best. Sign. Ever. Here goes:</p><p> </p><p>"Upon clambering down the slick rocky surface of the tunnel you find that it dumps out into an extrememly large, open cavern. Here you can see more than you're probably supposed to as an unnatural light seems to make the place glow dully. In the cavern is what looks like an ancient plaza with old, dun colored building on each side. Some of them have since given in to time and gravity while others stand resolute as if in defiance of age. There are ghosts. Ghosts traipsing about up and down the street. In and out of buildings. Sitting in front of shops or gossiping on corners. They are the denizens of this ancient city and are going about their lives as if they had never died. They pay you no mind. You can hear shop owners hawking goods. Mothers talking to one another. Children giggling and playing in the streets and fathers talking about the good old days."</p><p> </p><p>Fairly descriptive. And it's just interesting enough to make the group WANT to hear it. They enjoy my descriptions. </p><p></p><p>Anyway, good luck tonight. Let us all know how it goes.</p></blockquote><p></p>
[QUOTE="Iconik, post: 5261722, member: 92708"] Are Bendy Walls really that good? I was looking at them the other day. If I were to purchase them how many would you say to pick up to make it worth it? I really like the idea about the cards on the DM screen. Got any examples you can show? One thing I've noticed about 4e is that keeping track of everything that's going on in battle encounters can be insanely frustrating. Which brings me to: OP, If you have multiples of a monster on the board doing battle, go buy some mini 6 sided dice and use those to keep track of which one is which. Believability (is that a word?): I cannot stress this enough. I've posted once in this thread about it already but I will do so again. The more REAL you make things seem the better off the campaign will be. Table Talk: Again, something I've touched on. It's so important. I abhor it. You should too. Keep the game moving: Tell your party the second everyone sits down that any debate on rules or how something worked out goes on AFTER the session. Not at the table. Awards: I have a a whiteboard on the wall where I keep notes, write quick maps, keep initiative order. But, I also use it for session awards. Things like "Most Epic", "Biggest Nerd (kept ic the most/best), "Biggest Sword" (Did most damage), "Biggest Paws" (The person that slowed down the game the most). Among others. We have goofy ones and serious ones. No one gets their feelings hurt. This is a good way to let ppl know how they are doing. We went on about descriptions earlier and I will do so again here. I don't know if you're a big reader or not. I am. I've read hundreds of books. Millions of words. TONS of lengthy paragraphs on descriptions. This is a great way to learn how to give a good description. I usually write my descriptions out on paper. I then read it a couple of times throughout the week so I can get a good idea what's on there. When they get to that city street, ruin or room I'll have a good idea of whats in there. I WILL read it though. But, because I had read it a couple of times throughout the week it really doesn't sound like I'm reading it. Here's an example from last weeks adventure where the party was in the ruins of an ancient city underneath an existing city. I DO get this wordy. It's great. I notice now that my group all shut their eyes when I'm giving them descriptions. Best. Sign. Ever. Here goes: "Upon clambering down the slick rocky surface of the tunnel you find that it dumps out into an extrememly large, open cavern. Here you can see more than you're probably supposed to as an unnatural light seems to make the place glow dully. In the cavern is what looks like an ancient plaza with old, dun colored building on each side. Some of them have since given in to time and gravity while others stand resolute as if in defiance of age. There are ghosts. Ghosts traipsing about up and down the street. In and out of buildings. Sitting in front of shops or gossiping on corners. They are the denizens of this ancient city and are going about their lives as if they had never died. They pay you no mind. You can hear shop owners hawking goods. Mothers talking to one another. Children giggling and playing in the streets and fathers talking about the good old days." Fairly descriptive. And it's just interesting enough to make the group WANT to hear it. They enjoy my descriptions. Anyway, good luck tonight. Let us all know how it goes. [/QUOTE]
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