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Weem’s DM Tips for RP Prompting and Immersion
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<blockquote data-quote="Janx" data-source="post: 5179147" data-attributes="member: 8835"><p>Good ideas. I need to spread some XP around before....</p><p></p><p></p><p>I like to keep the game moving at a brisk pace. if things slow down, players tend to fall out of immersion. </p><p></p><p>So I run fights at a faster pace, by talk faster, and not letting players dawdle.</p><p></p><p>If the players spend too long in the planning stage, I bring in an outside stimulus to provoke them into action. Like the guards are coming.</p><p></p><p>This affects the immersion, because when things get slow, attention drifts, and players stop paying attention. Once that happens, immersion is lost.</p><p></p><p>I also encourage speaking in character. Not necesarily with a funny accent, but to use language and mannerism the way your character would, rather than a stereotype of a modern street thug.</p><p></p><p>When I write my session material, I always try to make it directly tie into what a PC was planning on working on, or as a repercussion of what they did previously. The first sessions is hard to do that, since there's no "past material", but after the 3rd session or so, there's usually been enough to reveal a lot of great plot hooks.</p><p></p><p>The result is, I don't have to keep writing "Quests to save the Princess" adventures. Instead, I can write material to support "Jean Pierre lied about what happened at the pier, and got promoted. Now, somebody has come forward with an accusation. Will Jean Pierre's secret be revealed at the inquest?"</p><p></p><p>This gets immersion, because the game story is about the player's PC, and builds off of what decisions they made in previous games.</p></blockquote><p></p>
[QUOTE="Janx, post: 5179147, member: 8835"] Good ideas. I need to spread some XP around before.... I like to keep the game moving at a brisk pace. if things slow down, players tend to fall out of immersion. So I run fights at a faster pace, by talk faster, and not letting players dawdle. If the players spend too long in the planning stage, I bring in an outside stimulus to provoke them into action. Like the guards are coming. This affects the immersion, because when things get slow, attention drifts, and players stop paying attention. Once that happens, immersion is lost. I also encourage speaking in character. Not necesarily with a funny accent, but to use language and mannerism the way your character would, rather than a stereotype of a modern street thug. When I write my session material, I always try to make it directly tie into what a PC was planning on working on, or as a repercussion of what they did previously. The first sessions is hard to do that, since there's no "past material", but after the 3rd session or so, there's usually been enough to reveal a lot of great plot hooks. The result is, I don't have to keep writing "Quests to save the Princess" adventures. Instead, I can write material to support "Jean Pierre lied about what happened at the pier, and got promoted. Now, somebody has come forward with an accusation. Will Jean Pierre's secret be revealed at the inquest?" This gets immersion, because the game story is about the player's PC, and builds off of what decisions they made in previous games. [/QUOTE]
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