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The Ballad of the Dukes
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<blockquote data-quote="Dirt" data-source="post: 1770260" data-attributes="member: 6209"><p>Heh. Glad to see that you're still in the game! I clicked on your post in the General section just because I recognized your screen name. <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=":)" /> Otherwise, I probably wouldn't have bothered. I usually only browse links that spark some interest (and I haven't had much of that lately...and the slowness of the boards hasn't helped much). </p><p></p><p>The City of Brass was the most intriguing part of your adventure synopsis. I'm glad that you added that to the adventure. If it is interesting to read, it's generally a good indication to me that the session was received well.</p><p></p><p>Hmmm...GM advice. Well, you've already pointed out the force-fed plot. I don't always think that is a problem. When I plan to force feed a plot, I generally try to make it less noticable...I'll try to make it seem like it was their decision.</p><p></p><p>Most frequently, I try to devise plots that I believe would interest the party, and I introduce a few ideas early (with as much subtlety as I can). Often, if the group is interested, they'll pursue a particular story arc on their own (and it is generally more satisfying to them, because it seems as though the story is evolving due to their actions, rather than having the story evolve despite them). So, I'll often throw out ideas (I'll flesh out each one a little bit, but I won't devout a lot of time to it until they actively start into it). This leads to potentially good ideas being abandoned (which I don't mind, because I'll just try to introduce some of the ideas again later) and I sometimes have to improvise (if they get too far along in a plot that I don't have developed).</p><p></p><p>Hmmm...reading what I just wrote, I realize it is a little general...but that will have to do for now. I'll try to come back and put some examples in context.</p><p></p><p>Overall, it seems as though you've jumped back into GMing fairly well, and the group are enjoying themselves (which is really the goal anyway). So, stick with it.</p><p></p><p>My most constant advise on GMing is to help the player characters develop into prominent and interesting personalities. Bring their background into the adventures. Have frequent appearances by NPCs whose personalities you've developed...they'll be more memorable, and add some depth to your campaign world. Make things happen in the world while they are out adventuring. The campaign will seem more dynamic.</p><p></p><p>I'll check back a little later! I'll also take stock and list a couple of my favorite resources for GMing advise (I'm always looking for new perspectives and ideas).</p></blockquote><p></p>
[QUOTE="Dirt, post: 1770260, member: 6209"] Heh. Glad to see that you're still in the game! I clicked on your post in the General section just because I recognized your screen name. :) Otherwise, I probably wouldn't have bothered. I usually only browse links that spark some interest (and I haven't had much of that lately...and the slowness of the boards hasn't helped much). The City of Brass was the most intriguing part of your adventure synopsis. I'm glad that you added that to the adventure. If it is interesting to read, it's generally a good indication to me that the session was received well. Hmmm...GM advice. Well, you've already pointed out the force-fed plot. I don't always think that is a problem. When I plan to force feed a plot, I generally try to make it less noticable...I'll try to make it seem like it was their decision. Most frequently, I try to devise plots that I believe would interest the party, and I introduce a few ideas early (with as much subtlety as I can). Often, if the group is interested, they'll pursue a particular story arc on their own (and it is generally more satisfying to them, because it seems as though the story is evolving due to their actions, rather than having the story evolve despite them). So, I'll often throw out ideas (I'll flesh out each one a little bit, but I won't devout a lot of time to it until they actively start into it). This leads to potentially good ideas being abandoned (which I don't mind, because I'll just try to introduce some of the ideas again later) and I sometimes have to improvise (if they get too far along in a plot that I don't have developed). Hmmm...reading what I just wrote, I realize it is a little general...but that will have to do for now. I'll try to come back and put some examples in context. Overall, it seems as though you've jumped back into GMing fairly well, and the group are enjoying themselves (which is really the goal anyway). So, stick with it. My most constant advise on GMing is to help the player characters develop into prominent and interesting personalities. Bring their background into the adventures. Have frequent appearances by NPCs whose personalities you've developed...they'll be more memorable, and add some depth to your campaign world. Make things happen in the world while they are out adventuring. The campaign will seem more dynamic. I'll check back a little later! I'll also take stock and list a couple of my favorite resources for GMing advise (I'm always looking for new perspectives and ideas). [/QUOTE]
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