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The secrets of winging it
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<blockquote data-quote="Radiating Gnome" data-source="post: 2906118" data-attributes="member: 150"><p>My own methods for winging it involve mostly a mix of ideas already shared. For one thing, I create index cards for every NPC or creature my PCs encounter -- after years of gaming, I've got a library I can hit fast if I need to. Mind you, it's not organized very well, so that technique isn't always as satisfying as I might like . . . </p><p></p><p>I also prefer to feel like I can invent and improvise in the world on the fly -- and that means being comfortable in the setting -- which isn't necessarily the same thing as knowing the setting well, but it's pretty close. Knowing the setting well is one way to reach that comfort level, but it's not the only way. </p><p></p><p>Knowing your players and their characters also helps a LOT. Nothing helps a DM invent a new challenge on the fly like PCs with good, interesting backgrounds and some history in the world. I'm happiest when there are subplots or potential subplots for most or all of my players, and any encounter I need to fudge at the last minute can actually be a development in one of those subplots. You don't even need to have those subplot developments planned ahead -- just know the plots and where things stand, and when you need it they will be there. </p><p></p><p>Generic plot idea lists like Steveroo's are great, but I think it's easier to develop fast, creative ideas on the fly when those ideas can be personzlized, and they can relate to past PC behavior. </p><p></p><p>It doesn't even have to mean heavily involved PC character and background development. Keep a list of NPCs that the PCs have wronged in the past -- anyone who might have a grudge. When you're stuck for something to do, pull out the grude list and look for inspiration. </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 2906118, member: 150"] My own methods for winging it involve mostly a mix of ideas already shared. For one thing, I create index cards for every NPC or creature my PCs encounter -- after years of gaming, I've got a library I can hit fast if I need to. Mind you, it's not organized very well, so that technique isn't always as satisfying as I might like . . . I also prefer to feel like I can invent and improvise in the world on the fly -- and that means being comfortable in the setting -- which isn't necessarily the same thing as knowing the setting well, but it's pretty close. Knowing the setting well is one way to reach that comfort level, but it's not the only way. Knowing your players and their characters also helps a LOT. Nothing helps a DM invent a new challenge on the fly like PCs with good, interesting backgrounds and some history in the world. I'm happiest when there are subplots or potential subplots for most or all of my players, and any encounter I need to fudge at the last minute can actually be a development in one of those subplots. You don't even need to have those subplot developments planned ahead -- just know the plots and where things stand, and when you need it they will be there. Generic plot idea lists like Steveroo's are great, but I think it's easier to develop fast, creative ideas on the fly when those ideas can be personzlized, and they can relate to past PC behavior. It doesn't even have to mean heavily involved PC character and background development. Keep a list of NPCs that the PCs have wronged in the past -- anyone who might have a grudge. When you're stuck for something to do, pull out the grude list and look for inspiration. -rg [/QUOTE]
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