Intangables of D&D

The Blue Wizard

First Post
A question for DMs and Players alike:

What are the "intangables" that makes one D&D session superior to another?

In other words, what is done in your gaming sessions by the DM or players that add that extra bit of colour to it all? candles? a certain attitude assumed by the DM? a sense of comradery due to...? etc.
 

log in or register to remove this ad

getting into and staying in character.

which means that the DM and the other players don't know slip up and call you by your real name.
 

diaglo said:
getting into and staying in character.

which means that the DM and the other players don't know slip up and call you by your real name.

agreed, making the characters live and breathe through you is great.
 

Everyone showing up ready to have fun has an amazing effect as well. No distractions, everyone there for the same reason, and fun is always a small step away.
 

Most importantly: NO DISTRACTIONS.

This means health problems, family problems, outside game references that intrude, and any emergencies.

Sometimes these things cannot be avoided, but a game with no distractions is mroe likely to be a memorable game.

Second most important: DM preparedness

This does not mean necessarily that the DM has every little contingency mapped out, but it does mean that the DM has his mind on the moment, that he is not thrown by any curves the players take in their expeditions, and that he is ready to keep the game on track even in the face of detours.

Third most important: Players assuming character

I don't necessarily mean LARPing at the table, or refusing to be addressed as anything other than character name; I mean the players have their characters act and react as THE CHARACTER would, and non one lets any character actions cause harsh feelings, since when you close the books at the end of the day, it's still a GAME, done for entertainment as a group.

Many of these things are directly influenced by distractions, hence - NO DISTRACTIONS.
 

I agree no distractions.

Getting your players to minimalize non-game chatter is essential.

One thing we have is a gathering area. When we first get together we gab and BS in one area and when it is time to game we all go to a different room and start the game.

It seems to help sometimes, sticking to it is hard though.

Also I have found that having no one who watches football or any other sport in my game really helps too. They just cant seem to stay focused.

But then, Im bitter about that right now.
 

The best sessions I've ever been involved in shared the following features:
  • Everyone awake, ready to game, and more or less in character. The DM on the ball and in command.
  • Something important to accomplish. Save the town, confront the villain, find the treasure, whatever.
  • Memorable moments, whether good or bad. Like the time the wizard, with no backup, managed to take down a djinni solo. Like the time the druid screamed. :)
I find a lot of other things don't matter much to me (even the occasional distraction) if all the above were true... sessions like these are always winners AFAIC.
 

Tangibles:

Music. The best music I've found for gaming is the soundtrack for WarCraft 3. Why? Because the music was specifically designed to play in the background of a game. We through on the Conan soundtrack for the start of fights and Chant or Rennaissance-music CDs for towns and temples. Key is, the music musn't overshadow the game.

Miniatures. And a battlemat. Mins make combat go so much faster, and make sure everyone shares the same conception of physical relations in the game: who's behind who, who can see what, etc.

Props. Saying this: "you find the journal of a wizard. Reading it, you learn that he summoned a demon, and this demon eventually corrupted and slew him." is ho-hum. But giving the players a hand-written journal and making them read it is cool. Once, when my players encountered a wizard's lab, I took them into the garage--where I'd set up a wizard's lab, complete with candles, spell books, components, clues, and hidden treasure (including a dagger inside a hollowed-out old book, with a blade smeared with glow-in-the-dark paint). Good props make a game much more fun.

Intangibles:
Good attitude. It helps if everyone is there to have a good time. It hurts if everyone is there to level their characters. Attiture (or, more accurately, bad attitude) is why so many RPGA/convention games suck.

Laughter. This goes along with attitude. Games are supposed to be fun. Even mature-themed, dark games are better enjoyed when there's an occassional laugh.

Knowledge. It helps tremendously if everyone knows the rules, understands AoOs and the various Actions, and has memorized their own character's AC and Attack bonuses.

-z
 

Henry said:
Most importantly: NO DISTRACTIONS.

This means health problems, family problems, outside game references that intrude, and any emergencies.

Sometimes these things cannot be avoided, but a game with no distractions is mroe likely to be a memorable game.

This means no cell phones, guys. :) For some reasons my group of 6 has 5 cell phones.

joe b.
 

Good descriptions from the DM, the DMs descriptions are the players eyes on the world.

Descriptions can make a big difference in feeling you are there and experiencing what is going on.
 

Remove ads

Top