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Is Originality important ?
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<blockquote data-quote="twofalls" data-source="post: 3210856" data-attributes="member: 23718"><p><strong>When you steal, steal from your own table...</strong></p><p></p><p>If you want to be praised for your amazing orginiality, for your devious plotlines, and your facinating twists, just listen to your players in play. Here is what I do... I have a module prepared, often a prepulished one off my shelf, or that I have bought. I read it once, then freeform GM until my players start to get excited and talk about it amoung themselves... then I listen...</p><p></p><p>I present a mystery that not even I have a solution to, how a villan managed to get to the magical widget before the players and what he plans to use it for... and they come up with half a dozen ideas about what is going on... so I choose the one that sounds most fun for themand roll with it.</p><p></p><p>A nemesis survived the fireball that destroyed the city... and they start discussing how it happened... same as above.</p><p></p><p>What this magical doodad does, and how it works... really anything at all, YOUR own players will tell you what its about.</p><p></p><p>Listen to them, they come up with far more clever and devious ideas and plots than I could ever dream up and they talk about them in game... sheesh speak about being served your cake and eating it too!</p><p></p><p>I've done it in many ways, traps, plots, NPC's, you name it, just listen to your players and improv your way through the game. Of course you have to work it in, you can't just say "Yeah John, you guessed it, game over!". Make a story out of it, but I promise you, your players are your best source because they will tell you what THEY want to play, not some dusty book or module on your shelf. Just use those to get the ball rolling. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="twofalls, post: 3210856, member: 23718"] [b]When you steal, steal from your own table...[/b] If you want to be praised for your amazing orginiality, for your devious plotlines, and your facinating twists, just listen to your players in play. Here is what I do... I have a module prepared, often a prepulished one off my shelf, or that I have bought. I read it once, then freeform GM until my players start to get excited and talk about it amoung themselves... then I listen... I present a mystery that not even I have a solution to, how a villan managed to get to the magical widget before the players and what he plans to use it for... and they come up with half a dozen ideas about what is going on... so I choose the one that sounds most fun for themand roll with it. A nemesis survived the fireball that destroyed the city... and they start discussing how it happened... same as above. What this magical doodad does, and how it works... really anything at all, YOUR own players will tell you what its about. Listen to them, they come up with far more clever and devious ideas and plots than I could ever dream up and they talk about them in game... sheesh speak about being served your cake and eating it too! I've done it in many ways, traps, plots, NPC's, you name it, just listen to your players and improv your way through the game. Of course you have to work it in, you can't just say "Yeah John, you guessed it, game over!". Make a story out of it, but I promise you, your players are your best source because they will tell you what THEY want to play, not some dusty book or module on your shelf. Just use those to get the ball rolling. :) [/QUOTE]
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