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The DM's Helper...all the twists and cul-de-sacs of a DM's mind.
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<blockquote data-quote="Will Doyle" data-source="post: 6664078" data-attributes="member: 6682161"><p>A few things I've found that have dramatically changed my style over the years (cribbed from various sources):</p><p></p><p>- I do a "previously on" at the start of each session. Where possible, I try to boil this down to threads that affect the ongoing story. Just saying "Previously on...(whatever)" has become our signal to pay attention and knuckle down to the game.</p><p>- I've nicked the Icons rules from 13th Age. Each player picks a connection to one of the "factions" in the game world. At the start of each session, we roll to see whose faction comes into play as a spotlight event for that character. If you feature, you don't roll again until everyone else has featured.</p><p>- I do a round-the-table at the start of each session so each player can briefly describe their character.</p><p>- I don't overprepare - instead, I have a checklist for writing an adventure that fits onto a single sheet of paper (including things like "Goal", "Monsters", "Key NPCS", "Mood", "Twists", etc).</p><p>- I make heavy use of "Luck rolls". If a situation arises where I think "this could go in a number of directions" I just ask one of the players to roll for luck on a d20. Then I use the result to inform my thinking on what happens. Passing responsibility onto to the dice makes it less likely players will think I'm picking on them or being overly harsh.</p><p>- I remind myself to look at everyone as I'm describing things. Similarly, I remind myself to make NPCs ask questions where possible, or ask PCs for advice. Sometimes, I just look at a player and say "what do you do?", even if the situation doesn't really involve them directly. </p><p>- I try to say "yes" more often than I say "no". I generally prefer drama over simulation, so if a player asks me "can I leap onto that gargoyle's back and try to steer it by tweaking its ears?" I try to make it an easy job rather than a hard job. Because it's awesome.</p></blockquote><p></p>
[QUOTE="Will Doyle, post: 6664078, member: 6682161"] A few things I've found that have dramatically changed my style over the years (cribbed from various sources): - I do a "previously on" at the start of each session. Where possible, I try to boil this down to threads that affect the ongoing story. Just saying "Previously on...(whatever)" has become our signal to pay attention and knuckle down to the game. - I've nicked the Icons rules from 13th Age. Each player picks a connection to one of the "factions" in the game world. At the start of each session, we roll to see whose faction comes into play as a spotlight event for that character. If you feature, you don't roll again until everyone else has featured. - I do a round-the-table at the start of each session so each player can briefly describe their character. - I don't overprepare - instead, I have a checklist for writing an adventure that fits onto a single sheet of paper (including things like "Goal", "Monsters", "Key NPCS", "Mood", "Twists", etc). - I make heavy use of "Luck rolls". If a situation arises where I think "this could go in a number of directions" I just ask one of the players to roll for luck on a d20. Then I use the result to inform my thinking on what happens. Passing responsibility onto to the dice makes it less likely players will think I'm picking on them or being overly harsh. - I remind myself to look at everyone as I'm describing things. Similarly, I remind myself to make NPCs ask questions where possible, or ask PCs for advice. Sometimes, I just look at a player and say "what do you do?", even if the situation doesn't really involve them directly. - I try to say "yes" more often than I say "no". I generally prefer drama over simulation, so if a player asks me "can I leap onto that gargoyle's back and try to steer it by tweaking its ears?" I try to make it an easy job rather than a hard job. Because it's awesome. [/QUOTE]
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