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Indifying 5e
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<blockquote data-quote="Paraxis" data-source="post: 6534883" data-attributes="member: 13009"><p>Use fail forward, all rolls out of combat move the story forward just failed checks cause complications, frequent use of inspiration for ideals/bonds/flaws, maybe compel those things to force actions if they refuse the DM gets inspiration to spend on the npc's/monsters, let the narrative of the world be influenced by the players if you haven't stated clearly what isn't/is in the room for example let them add to it. (Example, instead of asking the DM if there is window he can throw the bad guy out of, assume if the player wants to throw the guy through a window, there is infact a window, unless you described it as a windowless room when they entered.)</p><p></p><p>Stuff like that, [MENTION=97077]iserith[/MENTION] is good at this kind of stuff and runs most of his games this way it seems hopefully we can get some of his input.</p></blockquote><p></p>
[QUOTE="Paraxis, post: 6534883, member: 13009"] Use fail forward, all rolls out of combat move the story forward just failed checks cause complications, frequent use of inspiration for ideals/bonds/flaws, maybe compel those things to force actions if they refuse the DM gets inspiration to spend on the npc's/monsters, let the narrative of the world be influenced by the players if you haven't stated clearly what isn't/is in the room for example let them add to it. (Example, instead of asking the DM if there is window he can throw the bad guy out of, assume if the player wants to throw the guy through a window, there is infact a window, unless you described it as a windowless room when they entered.) Stuff like that, [MENTION=97077]iserith[/MENTION] is good at this kind of stuff and runs most of his games this way it seems hopefully we can get some of his input. [/QUOTE]
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