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<blockquote data-quote="masshysteria" data-source="post: 3299761" data-attributes="member: 16055"><p>Here's a few thoughts to spice things up or make the game sessions go easier:</p><p></p><p>Dangle the carrot right in front of the players. Have an NPC hire them to recover the Mystical Treasure of Marrisopa, the NPC only wants a certain item, the PCs can have the rest. You don't need to hand hold them, the players will want to follow the path to get the reward. The PCs may even decide there is something about that specific item the PC wants and start a whole new adventure plot.</p><p></p><p>DMs don't tell stories, DMs create frameworks for stories to be told. Instead of trying to create great plots, create interesting locations and encounters. Flip through the MM and every game session pull out a monster you haven't used before. </p><p></p><p>If your players love getting new things, go ahead a give it to them... at a price. A trick I can't wait to play out is to meet a weird old witch that will give the players an item or feat they couldn't normally get, but at the price of ability drain. She requires payment in flesh and blood. Of course, she starts small (skill points) and then prices dramatically increase as the players get greedy (stat points). </p><p></p><p>If all else fails create the parties decision maker. Make a bard that becomes the parties new face. Since you know how you want the social interactions to play out, skip them and go right to the bard saying, "All right fellas, this is how its going to go down..." Lay out the plan and then jump right into the action. Of course, you can then surprise the party be having somethings not go according to plan. It allows you to create some interesting plot twists.</p></blockquote><p></p>
[QUOTE="masshysteria, post: 3299761, member: 16055"] Here's a few thoughts to spice things up or make the game sessions go easier: Dangle the carrot right in front of the players. Have an NPC hire them to recover the Mystical Treasure of Marrisopa, the NPC only wants a certain item, the PCs can have the rest. You don't need to hand hold them, the players will want to follow the path to get the reward. The PCs may even decide there is something about that specific item the PC wants and start a whole new adventure plot. DMs don't tell stories, DMs create frameworks for stories to be told. Instead of trying to create great plots, create interesting locations and encounters. Flip through the MM and every game session pull out a monster you haven't used before. If your players love getting new things, go ahead a give it to them... at a price. A trick I can't wait to play out is to meet a weird old witch that will give the players an item or feat they couldn't normally get, but at the price of ability drain. She requires payment in flesh and blood. Of course, she starts small (skill points) and then prices dramatically increase as the players get greedy (stat points). If all else fails create the parties decision maker. Make a bard that becomes the parties new face. Since you know how you want the social interactions to play out, skip them and go right to the bard saying, "All right fellas, this is how its going to go down..." Lay out the plan and then jump right into the action. Of course, you can then surprise the party be having somethings not go according to plan. It allows you to create some interesting plot twists. [/QUOTE]
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