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Legends & Lore 4/21
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<blockquote data-quote="oxybe" data-source="post: 6291372" data-attributes="member: 80033"><p>i never plan things out so carefully that if the players go left instead of right I call it a night and lose some sleep over it. i prepare things by simply taking notes on player actions, knowing the area the players are in and what is happening in the area. between that and keeping things consistent, little more then that is required as i'm well prepare to react to their actions. that you think the options are "tables" or "railroading" is what baffles <em>me</em>. there is more to preperation then laying down a railroad.</p><p></p><p>also, there is quite a bit of difference between what you and I are talking about though. namely, that you're talking about a VERY specific st of tables built for a VERY specific purpose: one town. i even said so in the post you quoted "I can see a few random tables being helpful when used sparingly and judiciously" but the page-filling and bad-parenting "random item nature/creator" serves little purpose to me... to me that's just filler. </p><p></p><p>If i know the campaign setting well enough, and the area the PCs are in well enough, i can probably create a handful of items (magic or otherwise) with a much richer flavor then what is randomly generated as the items i'm making are, quite like the tables in the kit you mentioned, created within the context of the campaign and then place them where appropriate in game when the players do things.</p><p></p><p>that is the discussions and concepts i'm talking about: actual world-building advice focused on the concept at hand, in to name a few examples "unique items and how to tie them to the campaign world and why one would do that" or "hey, if you know the game world well enough you can probably bull-hokey your way through most unprepared actions the players do". </p><p></p><p>it might not be useful for you or me as i'm sure you also have quite a few years on either side of the screen accrued, but remember that this is content for the DMG. a DMG should be teaching the reader how to be a better DM as it is the "dungeon master's guide" after all. leave the tables for web enhancements or applications so the people who really want them can get them with little hassle, but let the DMG focus on making better DMs, especially the newbies who just need a nudge or two in the right directions to get them started and excited.</p></blockquote><p></p>
[QUOTE="oxybe, post: 6291372, member: 80033"] i never plan things out so carefully that if the players go left instead of right I call it a night and lose some sleep over it. i prepare things by simply taking notes on player actions, knowing the area the players are in and what is happening in the area. between that and keeping things consistent, little more then that is required as i'm well prepare to react to their actions. that you think the options are "tables" or "railroading" is what baffles [I]me[/I]. there is more to preperation then laying down a railroad. also, there is quite a bit of difference between what you and I are talking about though. namely, that you're talking about a VERY specific st of tables built for a VERY specific purpose: one town. i even said so in the post you quoted "I can see a few random tables being helpful when used sparingly and judiciously" but the page-filling and bad-parenting "random item nature/creator" serves little purpose to me... to me that's just filler. If i know the campaign setting well enough, and the area the PCs are in well enough, i can probably create a handful of items (magic or otherwise) with a much richer flavor then what is randomly generated as the items i'm making are, quite like the tables in the kit you mentioned, created within the context of the campaign and then place them where appropriate in game when the players do things. that is the discussions and concepts i'm talking about: actual world-building advice focused on the concept at hand, in to name a few examples "unique items and how to tie them to the campaign world and why one would do that" or "hey, if you know the game world well enough you can probably bull-hokey your way through most unprepared actions the players do". it might not be useful for you or me as i'm sure you also have quite a few years on either side of the screen accrued, but remember that this is content for the DMG. a DMG should be teaching the reader how to be a better DM as it is the "dungeon master's guide" after all. leave the tables for web enhancements or applications so the people who really want them can get them with little hassle, but let the DMG focus on making better DMs, especially the newbies who just need a nudge or two in the right directions to get them started and excited. [/QUOTE]
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