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*TTRPGs General
My DM'ing has gotten worse over the years, not better
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<blockquote data-quote="Summer-Knight925" data-source="post: 5593432" data-attributes="member: 80297"><p>DMing is really just telling a story, and (if you remember english class at all) there are important parts of a story</p><p></p><p>Hook</p><p>Rising Action</p><p>Climax</p><p>Descending Action</p><p></p><p>using those 4 steps you can simply and improve</p><p></p><p>the hook</p><p></p><p>why are the adventurers on this deadly trek?</p><p>that depends on the group you play with, but make it realistic, not important unless its for a longer story ark</p><p></p><p>the rising action</p><p>this is the juice of any adventure, describe anything and everything you want, throw monsters that challenge them, puzzles that baffle them and traps that slaughter them, I have found that when rolling up random treasure, especially random weapons (since everyone names their swords) just giving them a name makes them stand out more, go by what abilities they have (flaming dragonbane? FROST BREAKER [since its for 'breaking frost dragons i.e. white dragons)</p><p></p><p>Climax</p><p>this is usually 1 single battle, but it could be an entire chapter, the climax should be the most epic and fantastic, and when they kill the dragon at the end, describe his death, describe his horde, make sure it was such an epic battle none of them can forget, also try to make the boss monster fight like a boss, so many time's Ive ran into a mind flayer who fought like an ogre</p><p></p><p>Descending Action</p><p>this is the end my friend, few battles, lots of roleplay and the road home, make sure the ending leaves the players wanting more</p><p></p><p></p><p>and with that being said, you can crank out an adventure in about 15 minutes</p></blockquote><p></p>
[QUOTE="Summer-Knight925, post: 5593432, member: 80297"] DMing is really just telling a story, and (if you remember english class at all) there are important parts of a story Hook Rising Action Climax Descending Action using those 4 steps you can simply and improve the hook why are the adventurers on this deadly trek? that depends on the group you play with, but make it realistic, not important unless its for a longer story ark the rising action this is the juice of any adventure, describe anything and everything you want, throw monsters that challenge them, puzzles that baffle them and traps that slaughter them, I have found that when rolling up random treasure, especially random weapons (since everyone names their swords) just giving them a name makes them stand out more, go by what abilities they have (flaming dragonbane? FROST BREAKER [since its for 'breaking frost dragons i.e. white dragons) Climax this is usually 1 single battle, but it could be an entire chapter, the climax should be the most epic and fantastic, and when they kill the dragon at the end, describe his death, describe his horde, make sure it was such an epic battle none of them can forget, also try to make the boss monster fight like a boss, so many time's Ive ran into a mind flayer who fought like an ogre Descending Action this is the end my friend, few battles, lots of roleplay and the road home, make sure the ending leaves the players wanting more and with that being said, you can crank out an adventure in about 15 minutes [/QUOTE]
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My DM'ing has gotten worse over the years, not better
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