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<blockquote data-quote="MGibster" data-source="post: 8198650" data-attributes="member: 4534"><p>That's me. In recent years, I've started having the players roll fewer times during sessions trying to limit it to appropriately dramatic moments. </p><p></p><p>I agree. I've got plenty of fun stories about my characters dying horrible deaths. </p><p></p><p>When I run games, I know what the bad guys are going to do if the good guys do nothing. It's up to the players to decide how they're going to mess up the villain's plan. </p><p></p><p>I only fill in what's necessary to run the adventure. Do I really need a good understanding of how the church interacts with the state? No. Because my players aren't going to care and it has nothing to do with the adventure. I ran a Deadlands: Hell on Earth (post apocalyptic) game set in Little Rock a few years back. During our second session one of the players just kept asking all this information about the city's demographics, how many children, how many mutants, how many families and I kept answer them until she finally looked at me and asked, "You're just making all this up aren't you?" Yeah. I just made it up in response to her questions. </p><p></p><p>I do this. In my Trail of Cthulhu game, the PC (NYPD detective) threatened a mid-level mafioso with arrest if he didn't spill the beans on the whereabouts of a low level thug. I decided the capo wasn't going to budge but I told the PC that his detective was experienced enough to know that threats of arrest would not work on this guy. But the PC ran into other criminal NPCs who were more than willing to give up their mothers if it meant not being arrested. </p><p></p><p>I don't do this very often but maybe I should. Some of my favorite games have adventure generators. Maybe I should just randomly come up with some adventures and see how they go.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8198650, member: 4534"] That's me. In recent years, I've started having the players roll fewer times during sessions trying to limit it to appropriately dramatic moments. I agree. I've got plenty of fun stories about my characters dying horrible deaths. When I run games, I know what the bad guys are going to do if the good guys do nothing. It's up to the players to decide how they're going to mess up the villain's plan. I only fill in what's necessary to run the adventure. Do I really need a good understanding of how the church interacts with the state? No. Because my players aren't going to care and it has nothing to do with the adventure. I ran a Deadlands: Hell on Earth (post apocalyptic) game set in Little Rock a few years back. During our second session one of the players just kept asking all this information about the city's demographics, how many children, how many mutants, how many families and I kept answer them until she finally looked at me and asked, "You're just making all this up aren't you?" Yeah. I just made it up in response to her questions. I do this. In my Trail of Cthulhu game, the PC (NYPD detective) threatened a mid-level mafioso with arrest if he didn't spill the beans on the whereabouts of a low level thug. I decided the capo wasn't going to budge but I told the PC that his detective was experienced enough to know that threats of arrest would not work on this guy. But the PC ran into other criminal NPCs who were more than willing to give up their mothers if it meant not being arrested. I don't do this very often but maybe I should. Some of my favorite games have adventure generators. Maybe I should just randomly come up with some adventures and see how they go. [/QUOTE]
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