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please post advice for novice DM like myself
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<blockquote data-quote="Dausuul" data-source="post: 9064499" data-attributes="member: 58197"><p>Others have already offered most of the advice I was going to give on how to handle the unpredictable; so here are some thoughts on making players a <em>little bit</em> more predictable.</p><p></p><p>1. When you present them with the goal for the adventure, be clear about it. And I mean spell out every goddamn detail of what you want them to do. We DMs tend to think we're being crystal clear, when in fact we are leaving out crucial information that seems obvious to us because we came up with it. Then we wonder why the hell the players are doing... whatever they're doing.</p><p></p><p><em>Most</em> players are reasonably cooperative -- if they understand the goal, they'll go after it. Maybe not down the path you expected, but at least they'll be headed for the right destination.</p><p></p><p>2. Whenever the players seem lost (debating plans endlessly or buttonholing random NPCs), this is a golden opportunity to lead them in the direction you want them to go. All you have to do is show them something that looks important and relevant, and watch them latch onto it with T-rex bite force.</p><p></p><p>3. Players <em>hate</em> anything that limits their characters' freedom. This is an intense visceral reaction I've seen many many times in many groups. <strong>Do not</strong> count on the PCs surrendering, no matter how bad the odds. If the law comes after them, expect them to turn outlaw, alignment be damned. If they are captured (and it wasn't part of their plans), expect escape attempts at every turn.</p><p></p><p>That doesn't mean you shouldn't put them in these scenarios! Just be ready for the response you're likely to get. And be very, very careful to resolve that response in a calm and evenhanded way. Think about the PCs' plans and give them a fair chance to work.</p><p></p><p>4. Sometimes you find yourself with the "chaotic wacky" PC who does things that <em>just</em> <em>make no friggin' sense</em> for no apparent reason, diverting the entire adventure into dealing with their shenanigans. Often -- not always, but often -- this is a response to boredom, and you can solve it by cranking up the adrenaline level. Keep things moving, throw in plenty of fights and chases and tense escapes, and remember the Raymond Chandler quote*: "When in doubt, have a man come through a door with a gun in his hand."</p><p></p><p>5. There are two more difficult types of players to deal with: The one who has to be cajoled and browbeaten into going along with the adventure, and the one who engages in wanton "PVP," stealing from or attacking the other PCs. <strong>Do not</strong> try to address these problems in-game. If you need to, sit these folks down for an out-of-game talk. Sometimes they have concerns or problems that you can address. Sometimes they don't realize how disruptive their behavior is, and explaining will fix it. Other times they just don't care, and your only options are to live with it or boot them. But in no case will "punishing" them in-game make things better.</p><p></p><p><span style="font-size: 12px">*Although often quoted as such, this was not actually advice to novice writers. Chandler was lamenting what he felt was the unreasonable demand of publishers and readers for action, action, action, to the detriment of thoughtful and well-crafted writing. Nevertheless, it's a very useful tool for keeping things moving.</span></p></blockquote><p></p>
[QUOTE="Dausuul, post: 9064499, member: 58197"] Others have already offered most of the advice I was going to give on how to handle the unpredictable; so here are some thoughts on making players a [I]little bit[/I] more predictable. 1. When you present them with the goal for the adventure, be clear about it. And I mean spell out every goddamn detail of what you want them to do. We DMs tend to think we're being crystal clear, when in fact we are leaving out crucial information that seems obvious to us because we came up with it. Then we wonder why the hell the players are doing... whatever they're doing. [I]Most[/I] players are reasonably cooperative -- if they understand the goal, they'll go after it. Maybe not down the path you expected, but at least they'll be headed for the right destination. 2. Whenever the players seem lost (debating plans endlessly or buttonholing random NPCs), this is a golden opportunity to lead them in the direction you want them to go. All you have to do is show them something that looks important and relevant, and watch them latch onto it with T-rex bite force. 3. Players [I]hate[/I] anything that limits their characters' freedom. This is an intense visceral reaction I've seen many many times in many groups. [B]Do not[/B] count on the PCs surrendering, no matter how bad the odds. If the law comes after them, expect them to turn outlaw, alignment be damned. If they are captured (and it wasn't part of their plans), expect escape attempts at every turn. That doesn't mean you shouldn't put them in these scenarios! Just be ready for the response you're likely to get. And be very, very careful to resolve that response in a calm and evenhanded way. Think about the PCs' plans and give them a fair chance to work. 4. Sometimes you find yourself with the "chaotic wacky" PC who does things that [I]just[/I] [I]make no friggin' sense[/I] for no apparent reason, diverting the entire adventure into dealing with their shenanigans. Often -- not always, but often -- this is a response to boredom, and you can solve it by cranking up the adrenaline level. Keep things moving, throw in plenty of fights and chases and tense escapes, and remember the Raymond Chandler quote*: "When in doubt, have a man come through a door with a gun in his hand." 5. There are two more difficult types of players to deal with: The one who has to be cajoled and browbeaten into going along with the adventure, and the one who engages in wanton "PVP," stealing from or attacking the other PCs. [B]Do not[/B] try to address these problems in-game. If you need to, sit these folks down for an out-of-game talk. Sometimes they have concerns or problems that you can address. Sometimes they don't realize how disruptive their behavior is, and explaining will fix it. Other times they just don't care, and your only options are to live with it or boot them. But in no case will "punishing" them in-game make things better. [SIZE=3]*Although often quoted as such, this was not actually advice to novice writers. Chandler was lamenting what he felt was the unreasonable demand of publishers and readers for action, action, action, to the detriment of thoughtful and well-crafted writing. Nevertheless, it's a very useful tool for keeping things moving.[/SIZE] [/QUOTE]
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