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<blockquote data-quote="mmadsen" data-source="post: 132388" data-attributes="member: 1645"><p>For anyone interested in PirateCat's tips, here they are:</p><p></p><ul> <li data-xf-list-type="ul"> We have an agreed-upon method for rules lawyering. When a rules question comes up, either I rule on the fly or we take 2 minutes (tops) to try and find it. The player gives their opinion, other players give theirs, and I rule based on what I think is fair. Just don't stop the game's momentum to look up relatively unimportant details.</li> <li data-xf-list-type="ul"> The pig. We have a piggy bank, with miniscule fines for out of game chatter. It keeps people focused most of the time, and helps pay for soda!</li> <li data-xf-list-type="ul"> Make combat go <strong>fast</strong>. Slow combat is deadly boring. Use index cards sorted by initiative, warn people who is up next, and encourage fast actions. That way, things stay exciting.</li> <li data-xf-list-type="ul"> I'm decent at accents, body language, and NPC characterizations.</li> <li data-xf-list-type="ul"> Physical handouts, such as notes on aged paper (soak it in coffee to turn it brown), are cool.</li> <li data-xf-list-type="ul"> Describe sounds and smells to help make a scene vivid. </li> <li data-xf-list-type="ul"> I try to get an understanding of what the players enjoy and want to see in their game. I regularly ask my players whether they want more or less combat, intrigue, puzzles, traps, role playing, politics, etc. Then I try to find a balance that makes everyone happy.</li> <li data-xf-list-type="ul"> Have a willingness to let the players win and the flexibility to let them go where they go. Them saying "we go that way!" means that that way is fun for them. Being willing to swallow your clever ideas and plot to let the party lead, then gently leading them back to the plot in another method, is important.</li> <li data-xf-list-type="ul"> Have a world that reacts. Never say "you can't do that." Instead, say "Okay, you did that, here's how the world responds." This is both negative and positive responses; your actions may make you enemies, but it may also gets you fame and rewards. Too many DMs forget the positive reactions.</li> <li data-xf-list-type="ul"> Don't be afraid to tell the players when they do something clever, or something that you didn't think of. Everyone loves that feeling!</li> <li data-xf-list-type="ul"> You are not competing with the players, you're telling the story together. Don't get too attached to your NPCs, and learn to love it when they outwit you.</li> <li data-xf-list-type="ul"> Give each player their moment in the sun. Have plots that focus on one or two particular PCs, then move on to other PCs.</li> <li data-xf-list-type="ul"> Let the PCs use their cool abilities. What's the point in having a cool spell or power if you never get to use it? When a cleric in my game first got <em>regenerate</em>, I tried really hard to cut a limb off of a PC.... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> So, don't try to circumvent their clever plans, let them use their powers to solve the adventure, then throw in an additional complication or two. (You see this problem most with DMs who are scared of divination spells and clever/effective PC tactics.)</li> <li data-xf-list-type="ul"> Try not to label your monsters by name. Mystery builds excitement; familiarity encourages metagaming. Don't be afraid to keep monster stats the same and change the appearance, just to keep the PCs guessing!</li> <li data-xf-list-type="ul"> Finally, don't be afraid to shake things up. Kill a king, invade a country, have an earthquake; when things get predictable, toss in some major change and then watch the repercussions.</li> </ul></blockquote><p></p>
[QUOTE="mmadsen, post: 132388, member: 1645"] For anyone interested in PirateCat's tips, here they are: [list] [*] We have an agreed-upon method for rules lawyering. When a rules question comes up, either I rule on the fly or we take 2 minutes (tops) to try and find it. The player gives their opinion, other players give theirs, and I rule based on what I think is fair. Just don't stop the game's momentum to look up relatively unimportant details. [*] The pig. We have a piggy bank, with miniscule fines for out of game chatter. It keeps people focused most of the time, and helps pay for soda! [*] Make combat go [b]fast[/b]. Slow combat is deadly boring. Use index cards sorted by initiative, warn people who is up next, and encourage fast actions. That way, things stay exciting. [*] I'm decent at accents, body language, and NPC characterizations. [*] Physical handouts, such as notes on aged paper (soak it in coffee to turn it brown), are cool. [*] Describe sounds and smells to help make a scene vivid. [*] I try to get an understanding of what the players enjoy and want to see in their game. I regularly ask my players whether they want more or less combat, intrigue, puzzles, traps, role playing, politics, etc. Then I try to find a balance that makes everyone happy. [*] Have a willingness to let the players win and the flexibility to let them go where they go. Them saying "we go that way!" means that that way is fun for them. Being willing to swallow your clever ideas and plot to let the party lead, then gently leading them back to the plot in another method, is important. [*] Have a world that reacts. Never say "you can't do that." Instead, say "Okay, you did that, here's how the world responds." This is both negative and positive responses; your actions may make you enemies, but it may also gets you fame and rewards. Too many DMs forget the positive reactions. [*] Don't be afraid to tell the players when they do something clever, or something that you didn't think of. Everyone loves that feeling! [*] You are not competing with the players, you're telling the story together. Don't get too attached to your NPCs, and learn to love it when they outwit you. [*] Give each player their moment in the sun. Have plots that focus on one or two particular PCs, then move on to other PCs. [*] Let the PCs use their cool abilities. What's the point in having a cool spell or power if you never get to use it? When a cleric in my game first got [i]regenerate[/i], I tried really hard to cut a limb off of a PC.... :D So, don't try to circumvent their clever plans, let them use their powers to solve the adventure, then throw in an additional complication or two. (You see this problem most with DMs who are scared of divination spells and clever/effective PC tactics.) [*] Try not to label your monsters by name. Mystery builds excitement; familiarity encourages metagaming. Don't be afraid to keep monster stats the same and change the appearance, just to keep the PCs guessing! [*] Finally, don't be afraid to shake things up. Kill a king, invade a country, have an earthquake; when things get predictable, toss in some major change and then watch the repercussions.[/list] [/QUOTE]
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