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<blockquote data-quote="Lizard" data-source="post: 4255953" data-attributes="member: 1054"><p>Wow.</p><p></p><p>That's really...alien.</p><p></p><p>I'm not saying you're wrong, obviously, you have no reason to lie, but it just seems so...weird.</p><p></p><p>What, do these people stand on street corners with a module and a sign reading "Will DM for food"?</p><p></p><p>I mean, for about the last two decades, I've always played:</p><p>a)Discuss a game I'd like to run. Find out who's interested.</p><p></p><p>b)Send out a detailed pile of notes on setting, background, and especially what kind of characters I'm looking for.</p><p></p><p>c)Get PC concepts back. Get players talking with each other to work out connections between their concepts. Pure mechanics can come later, I just want to know backgrounds/personalities/plot hooks.</p><p></p><p>d)When I have a good idea of the PCs and they more-or-less meet what I was looking for, write an intro adventure. Make sure each PC has a plot hook or two in it.</p><p></p><p>e)Then the game more-or-less runs itself as I react to whatever the PCs did last session and try to plot just enough ahead to keep them busy for the next one.</p><p></p><p>If a fight is going too hard -- or too easy -- I start fudging rolls. I don't do this if the PCs are being exceptionally clever -- or exceptionally dim -- but only if I, the DM, misjudged the intended threat level. Intelligence and stupidity is rewarded by the dice; my own screwups should not be taken out on the PCs.</p><p></p><p>I'm going to assume that since 4e was designed with a very different playstyle in mind, that "my way" isn't very common.</p></blockquote><p></p>
[QUOTE="Lizard, post: 4255953, member: 1054"] Wow. That's really...alien. I'm not saying you're wrong, obviously, you have no reason to lie, but it just seems so...weird. What, do these people stand on street corners with a module and a sign reading "Will DM for food"? I mean, for about the last two decades, I've always played: a)Discuss a game I'd like to run. Find out who's interested. b)Send out a detailed pile of notes on setting, background, and especially what kind of characters I'm looking for. c)Get PC concepts back. Get players talking with each other to work out connections between their concepts. Pure mechanics can come later, I just want to know backgrounds/personalities/plot hooks. d)When I have a good idea of the PCs and they more-or-less meet what I was looking for, write an intro adventure. Make sure each PC has a plot hook or two in it. e)Then the game more-or-less runs itself as I react to whatever the PCs did last session and try to plot just enough ahead to keep them busy for the next one. If a fight is going too hard -- or too easy -- I start fudging rolls. I don't do this if the PCs are being exceptionally clever -- or exceptionally dim -- but only if I, the DM, misjudged the intended threat level. Intelligence and stupidity is rewarded by the dice; my own screwups should not be taken out on the PCs. I'm going to assume that since 4e was designed with a very different playstyle in mind, that "my way" isn't very common. [/QUOTE]
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