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Thrills, chills, and amazement.
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<blockquote data-quote="iserith" data-source="post: 6615552" data-attributes="member: 97077"><p>A lot of this comes down to player engagement, the fastest route to which in my experience is working with the players to build a campaign or adventure they really care about and for which they have built characters well-integrated into the premise. Before putting pen to paper, a brainstorm session with the players is in order with the goals of play (in this case, thrills, chills, amazement) clearly defined by the participants.</p><p></p><p>Further, it helps if the game system itself supports the playing of that particular campaign or adventure. D&D 5e does an okay job of this, but consider a game like the Dread RPG (horror) which uses Jenga blocks for task/conflict resolution: If you want to do a thing, you may have to pull a block and, if the Jenga tower collapses, you're toast. This creates some real tension. Figure out where the tension is in the D&D mechanics and exploit it.</p><p></p><p>Finally, the DM should have some kind of dramatic flair when presenting the game. Good, pithy descriptions in the style of the game one is shooting for, delivered in an engaging fashion. Compelling situations. Clear stakes. Good pacing. Well-timed reveals.</p><p></p><p>It's an art, not a science and some natural talent is involved. But anyone can probably learn how to make his or her game more thrilling, chilling, and amazing. And it starts with having a conversation with one's players...</p></blockquote><p></p>
[QUOTE="iserith, post: 6615552, member: 97077"] A lot of this comes down to player engagement, the fastest route to which in my experience is working with the players to build a campaign or adventure they really care about and for which they have built characters well-integrated into the premise. Before putting pen to paper, a brainstorm session with the players is in order with the goals of play (in this case, thrills, chills, amazement) clearly defined by the participants. Further, it helps if the game system itself supports the playing of that particular campaign or adventure. D&D 5e does an okay job of this, but consider a game like the Dread RPG (horror) which uses Jenga blocks for task/conflict resolution: If you want to do a thing, you may have to pull a block and, if the Jenga tower collapses, you're toast. This creates some real tension. Figure out where the tension is in the D&D mechanics and exploit it. Finally, the DM should have some kind of dramatic flair when presenting the game. Good, pithy descriptions in the style of the game one is shooting for, delivered in an engaging fashion. Compelling situations. Clear stakes. Good pacing. Well-timed reveals. It's an art, not a science and some natural talent is involved. But anyone can probably learn how to make his or her game more thrilling, chilling, and amazing. And it starts with having a conversation with one's players... [/QUOTE]
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