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<blockquote data-quote="Malmuria" data-source="post: 8853062" data-attributes="member: 7030755"><p>wait, you mean buying a<a href="https://www.kickstarter.com/projects/wyrmwood/the-game-master-screen-by-wyrmwood" target="_blank"> $500 DM screen</a> won't make me a better DM??</p><p></p><p></p><p>I feel that Perkins has good concepts but poor execution. It's interesting to listen to Dice Camera Action because you can see he runs his own adventures more as toolboxes than as something to be played through in their entirety. </p><p></p><p></p><p></p><p>One thing I picked up from Blades is just to put as much information as possible "on the table" (that is, make it player facing). I don't bother with fleshing out a lot of NPCs ahead of time for example. I might have a vague idea of an important npc but until it comes up in play it doesn't matter, and when it does the details can be randomly generated or improvised.</p><p></p><p></p><p></p><p>Well, there certainly is plenty of knowledge about how to teach people things in general. If the dmg or some other book was set up as a textbook, it would introduce concepts one at a time, scaffolding knowledge so that later chapters used information from previous ones, and provide plenty of examples and homework prompts to help dms practice on their own.</p><p></p><p></p><p></p><p>I'm sure there were plenty kill-things-and-take-their-stuff games across all editions of dnd. But I don't think location-based adventures inherently lack social interaction or character motivations. Dungeons, for example, can have factions to interact with, and stories that are communicated in non-linear, non-expository form (through found items, for example). A modern example would be the OSE module <a href="https://necroticgnome.com/products/dolmenwood-winters-daughter" target="_blank">Winter's Daughter</a>.</p></blockquote><p></p>
[QUOTE="Malmuria, post: 8853062, member: 7030755"] wait, you mean buying a[URL='https://www.kickstarter.com/projects/wyrmwood/the-game-master-screen-by-wyrmwood'] $500 DM screen[/URL] won't make me a better DM?? I feel that Perkins has good concepts but poor execution. It's interesting to listen to Dice Camera Action because you can see he runs his own adventures more as toolboxes than as something to be played through in their entirety. One thing I picked up from Blades is just to put as much information as possible "on the table" (that is, make it player facing). I don't bother with fleshing out a lot of NPCs ahead of time for example. I might have a vague idea of an important npc but until it comes up in play it doesn't matter, and when it does the details can be randomly generated or improvised. Well, there certainly is plenty of knowledge about how to teach people things in general. If the dmg or some other book was set up as a textbook, it would introduce concepts one at a time, scaffolding knowledge so that later chapters used information from previous ones, and provide plenty of examples and homework prompts to help dms practice on their own. I'm sure there were plenty kill-things-and-take-their-stuff games across all editions of dnd. But I don't think location-based adventures inherently lack social interaction or character motivations. Dungeons, for example, can have factions to interact with, and stories that are communicated in non-linear, non-expository form (through found items, for example). A modern example would be the OSE module [URL='https://necroticgnome.com/products/dolmenwood-winters-daughter']Winter's Daughter[/URL]. [/QUOTE]
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