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running a dialogue based mission (advice please)
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<blockquote data-quote="Quickleaf" data-source="post: 5308335" data-attributes="member: 20323"><p>It's certainly an ambitious (and risky <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) way to begin a campaign. I've done this with a noble council to great effect (though in mid-campaign). I'd recommend setting up a prop "map" with minis/tokens/art depicting the various NPCs as it helps players keep them straight. The location of the tokens on the map need not be literal, but could instead represent faction lines, alliances (or spectrum of friendly/hostile), or hierarchy. When you need to portray multiple NPCs in dialogue, use cross focus, taking a different 45 degree angle for each NPC. You can also lean/hunch forward, lean/recline back, cross your arms, etc to differentiate NPCs. Body language and visual cues are key. What I like about this setup is that you set an example of dramatic RPing for the new players, basically giving them permission to cut loose and make fools of themselves. However at the same time I'd think twice about introducing new players to D&D this way because you don't know what type of players you'll have, eg. storytellers/actors would eat this up but hack n slashers would be bored silly. It runs the risk of telling, not showing. If you provide a little more info on your specific scenario maybe we can provide ideas for how to present the adventure in more of a "show don't tell" format?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5308335, member: 20323"] It's certainly an ambitious (and risky :) ) way to begin a campaign. I've done this with a noble council to great effect (though in mid-campaign). I'd recommend setting up a prop "map" with minis/tokens/art depicting the various NPCs as it helps players keep them straight. The location of the tokens on the map need not be literal, but could instead represent faction lines, alliances (or spectrum of friendly/hostile), or hierarchy. When you need to portray multiple NPCs in dialogue, use cross focus, taking a different 45 degree angle for each NPC. You can also lean/hunch forward, lean/recline back, cross your arms, etc to differentiate NPCs. Body language and visual cues are key. What I like about this setup is that you set an example of dramatic RPing for the new players, basically giving them permission to cut loose and make fools of themselves. However at the same time I'd think twice about introducing new players to D&D this way because you don't know what type of players you'll have, eg. storytellers/actors would eat this up but hack n slashers would be bored silly. It runs the risk of telling, not showing. If you provide a little more info on your specific scenario maybe we can provide ideas for how to present the adventure in more of a "show don't tell" format? [/QUOTE]
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