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D&D Older Editions, OSR, & D&D Variants
Taking the 4e Plunge; Helpful hints?
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<blockquote data-quote="D'karr" data-source="post: 6122096" data-attributes="member: 336"><p>Absolutely agree. The mechanical framework is completely open-ended. Use the game mechanics to your advantage to tell the character's story. Not as a constraint of the only things they can do. When the players get creative the answers should be "Yes", "Yes, and", and "Yes, but". Keep it entertaining and keep it moving.</p><p></p><p>I'm glad she's really enjoying it. My son (13) has been playing with our group for almost a year, and it is awesome to see the creativity, the "wheels turning" as he comes up with solutions that are not mechanics based. My job as a DM is putting the mechanical framework to work to find out how successful those plans are, not to use the mechanics as an excuse for why they will not work.</p><p></p><p>We've been playing the Slave Lords (A1-A4) series converted to 4e. There have been many story twists to these adventures that were introduced based on the goals of the players, enemies they had already made, and loyalties of the Lords that hired them. All these twists and turns has been what made that adventure worthwhile, and it had a lot to do with how easy the mechanics make improvisation.The majority of that game has been improvised as they kept coming up with plans that neither the adventure, not I had anticipated. The mechanics gave me a solid framework to easily go with the flow.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6122096, member: 336"] Absolutely agree. The mechanical framework is completely open-ended. Use the game mechanics to your advantage to tell the character's story. Not as a constraint of the only things they can do. When the players get creative the answers should be "Yes", "Yes, and", and "Yes, but". Keep it entertaining and keep it moving. I'm glad she's really enjoying it. My son (13) has been playing with our group for almost a year, and it is awesome to see the creativity, the "wheels turning" as he comes up with solutions that are not mechanics based. My job as a DM is putting the mechanical framework to work to find out how successful those plans are, not to use the mechanics as an excuse for why they will not work. We've been playing the Slave Lords (A1-A4) series converted to 4e. There have been many story twists to these adventures that were introduced based on the goals of the players, enemies they had already made, and loyalties of the Lords that hired them. All these twists and turns has been what made that adventure worthwhile, and it had a lot to do with how easy the mechanics make improvisation.The majority of that game has been improvised as they kept coming up with plans that neither the adventure, not I had anticipated. The mechanics gave me a solid framework to easily go with the flow. [/QUOTE]
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