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<blockquote data-quote="Charles Rampant" data-source="post: 7255611" data-attributes="member: 32659"><p>A good and relevant point, thanks. So my checklist should include creating a goal or desired outcome for each important NPC.</p><p></p><p></p><p></p><p>Man, the DMG. I read that book cover to come, when it first came out, and yet I constantly am surprised by mention of some part of it that I had totally forgotten about. Well, a quick dndbeyond skim shows the section you're mentioning, and I do like both of your suggestions here. So my checklist should also include some desired outcomes for the <em>players</em>, and mechanical methods and rewards for achieving them.</p><p></p><p></p><p></p><p>Yeah, I absolutely agree with this. I'm keen to avoid the newer players sitting and waiting for a combat, especially. I think that I'll do the cards and models method again, since that way I can move the cards around to demonstrate that, <em>actually</em>, Lady Roaringhorn has decided to speak to the wallflower PC whether he likes it or not. </p><p></p><p></p><p></p><p>Computer game RPGs tend to have the rooms of stunned people - all waiting patiently and passively for your character to complete a circuit and speak to them individually. Best to avoid that. I've also found that players tend to enjoy boasting of their accomplishments to NPCs - I remember one player describing his party's adventures with great gusto to a tavern full of dwarves, with only the most modest prompting from me throughout. One easy way to is have at least one young and impressionable noble who <strong>simply must</strong> hear what the adventuring life is like.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 7255611, member: 32659"] A good and relevant point, thanks. So my checklist should include creating a goal or desired outcome for each important NPC. Man, the DMG. I read that book cover to come, when it first came out, and yet I constantly am surprised by mention of some part of it that I had totally forgotten about. Well, a quick dndbeyond skim shows the section you're mentioning, and I do like both of your suggestions here. So my checklist should also include some desired outcomes for the [i]players[/i], and mechanical methods and rewards for achieving them. Yeah, I absolutely agree with this. I'm keen to avoid the newer players sitting and waiting for a combat, especially. I think that I'll do the cards and models method again, since that way I can move the cards around to demonstrate that, [i]actually[/i], Lady Roaringhorn has decided to speak to the wallflower PC whether he likes it or not. Computer game RPGs tend to have the rooms of stunned people - all waiting patiently and passively for your character to complete a circuit and speak to them individually. Best to avoid that. I've also found that players tend to enjoy boasting of their accomplishments to NPCs - I remember one player describing his party's adventures with great gusto to a tavern full of dwarves, with only the most modest prompting from me throughout. One easy way to is have at least one young and impressionable noble who [b]simply must[/b] hear what the adventuring life is like. [/QUOTE]
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