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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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<blockquote data-quote="Arilyn" data-source="post: 7907797" data-attributes="member: 6816042"><p>I don't want to be an impartial judge when I GM. I agree with the philosophy of being a fan of the player characters. I try to monitor the table and adjust to boredom or battle fatigue. If the players come up with a brilliant solution to the mystery that is way better than what I wrote in my notes, then "yes, you've got it!" </p><p></p><p>I will change things on the fly to make the story better, or to correct prep mistakes. This does not mean the players are getting a free ride. They are getting challenged and suffering from their mistakes. But I just don't see the point of having my players spin their wheels to the point of frustration. I'm not going to let them spend hours on a particular adventure and then let it fizzle because they couldn't find the magic key to get through the maze surrounding the mad king's tomb.</p><p></p><p>This doesn't mean that I'm changing things constantly or handing players everything on a silver platter. But little adjustments can improve your adventure, once it's out in the wild. And it really does help to pay attention to the players and adjust to keep up the engagement.</p><p></p><p>The idea that newer players are spoiled or lack fortitude is not something I agree with at all.</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7907797, member: 6816042"] I don't want to be an impartial judge when I GM. I agree with the philosophy of being a fan of the player characters. I try to monitor the table and adjust to boredom or battle fatigue. If the players come up with a brilliant solution to the mystery that is way better than what I wrote in my notes, then "yes, you've got it!" I will change things on the fly to make the story better, or to correct prep mistakes. This does not mean the players are getting a free ride. They are getting challenged and suffering from their mistakes. But I just don't see the point of having my players spin their wheels to the point of frustration. I'm not going to let them spend hours on a particular adventure and then let it fizzle because they couldn't find the magic key to get through the maze surrounding the mad king's tomb. This doesn't mean that I'm changing things constantly or handing players everything on a silver platter. But little adjustments can improve your adventure, once it's out in the wild. And it really does help to pay attention to the players and adjust to keep up the engagement. The idea that newer players are spoiled or lack fortitude is not something I agree with at all. [/QUOTE]
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No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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