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PSA: You are not Matt Mercer
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<blockquote data-quote="Oofta" data-source="post: 7982492" data-attributes="member: 6801845"><p>Some of it is describing things in detail, some of it is doing accents (and sound effects). Other aspects of it is how <em>slow</em> the game moves. I've only listened to a couple dozen episodes myself, but in a recent episode they spent a significant amount of time procuring a bucket of tar. Several sessions may span a day or two.</p><p></p><p>It's the kind of thing a lot of DM's would just hand-wave but Matt made it a side quest and added depth to the locale that otherwise wouldn't have been there. All of this was done in-character with a distraction using performance and acrobatics checks, ad-hoc perception and so on.</p><p></p><p>In addition, the players by-and-large stay in character when conversing with each other.</p><p></p><p>At least that's the big difference to me. The miniatures, the set pieces, even the accents and other superfluous stuff adds to the ambiance of the show. Very ad-hoc, very high on improvising and player led direction. </p><p></p><p>I like to think my game plays somewhat similar, although I do move the plot along more quickly and of course I am not a professional voice actor.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7982492, member: 6801845"] Some of it is describing things in detail, some of it is doing accents (and sound effects). Other aspects of it is how [I]slow[/I] the game moves. I've only listened to a couple dozen episodes myself, but in a recent episode they spent a significant amount of time procuring a bucket of tar. Several sessions may span a day or two. It's the kind of thing a lot of DM's would just hand-wave but Matt made it a side quest and added depth to the locale that otherwise wouldn't have been there. All of this was done in-character with a distraction using performance and acrobatics checks, ad-hoc perception and so on. In addition, the players by-and-large stay in character when conversing with each other. At least that's the big difference to me. The miniatures, the set pieces, even the accents and other superfluous stuff adds to the ambiance of the show. Very ad-hoc, very high on improvising and player led direction. I like to think my game plays somewhat similar, although I do move the plot along more quickly and of course I am not a professional voice actor. [/QUOTE]
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