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<blockquote data-quote="Emirikol" data-source="post: 8254050" data-attributes="member: 10638"><p>Advice:</p><ul> <li data-xf-list-type="ul">don't let campaigns go on too long.</li> <li data-xf-list-type="ul">Dont punish players with xp loss for their replacemnet characters (to replace a dead character for example). It's a dick move from the old 1974 dnd days when characters died constantly and dying was something to be ridiculed--HA HA YOU DIED--NOW TAKE AN XP LOSS TOO BU HAHAHA!</li> <li data-xf-list-type="ul">Keep the game moving in combat and plots. Boring players to death with: 1) full character gen for nooB players, 2) slow, awful combats where players are permitted to take 2-10 minutes per turn and spellcasters are casually thumbing the book to METAGAME the situation, and 3)awful, awful, awful "you're being hired..again..here's yet another awful, pointless npc at a desk who has zero to do with the plot other than to hire you (and then perform the cliche' try to kill you later.)</li> <li data-xf-list-type="ul">don't let any one player hold your game hostage--if they miss or no show, their character disappears. Poof! No xp. Don't roleplay for ghosts. If you need to explain it, let the other players explain it, MOVE ON, and then let the show-up players know you'll adjust the combats accordingly for difficulty (because you've already established that you're not a dick dm in an earlier bullet point).</li> <li data-xf-list-type="ul">be enthusiastic. It is contagious.</li> <li data-xf-list-type="ul">keep advertising for new players to replace the flakes until you have a solid group. Everyone needs to agree that consistency (lets say 90% show rate or dont pretend to commit) makes for better groups. Always play as long as you have at least three.</li> </ul><p></p><p>I hope these ideas help.</p></blockquote><p></p>
[QUOTE="Emirikol, post: 8254050, member: 10638"] Advice: [LIST] [*]don't let campaigns go on too long. [*]Dont punish players with xp loss for their replacemnet characters (to replace a dead character for example). It's a dick move from the old 1974 dnd days when characters died constantly and dying was something to be ridiculed--HA HA YOU DIED--NOW TAKE AN XP LOSS TOO BU HAHAHA! [*]Keep the game moving in combat and plots. Boring players to death with: 1) full character gen for nooB players, 2) slow, awful combats where players are permitted to take 2-10 minutes per turn and spellcasters are casually thumbing the book to METAGAME the situation, and 3)awful, awful, awful "you're being hired..again..here's yet another awful, pointless npc at a desk who has zero to do with the plot other than to hire you (and then perform the cliche' try to kill you later.) [*]don't let any one player hold your game hostage--if they miss or no show, their character disappears. Poof! No xp. Don't roleplay for ghosts. If you need to explain it, let the other players explain it, MOVE ON, and then let the show-up players know you'll adjust the combats accordingly for difficulty (because you've already established that you're not a dick dm in an earlier bullet point). [*]be enthusiastic. It is contagious. [*]keep advertising for new players to replace the flakes until you have a solid group. Everyone needs to agree that consistency (lets say 90% show rate or dont pretend to commit) makes for better groups. Always play as long as you have at least three. [/LIST] I hope these ideas help. [/QUOTE]
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