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Weem's "Grade your DM-skills" Challenge...
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<blockquote data-quote="Shoe" data-source="post: 5186002" data-attributes="member: 89612"><p>A - Creating Memorable NPC's, items, locations and events: Every campaign I run there is something super cool that everyone remembers from years to come. Be it the Half-Red Dragon Bluebird to the Player Death by an animated sofa, each game has that moment that the players will NEVER forget</p><p> </p><p>B - Improv: I have Ummmm...moments from time to time, but up until recently i barely planned my campaigns at all. I had a list of important plot points from start to finish and improved the rest. I even designed encounters on the spot...sometimes whole dungeons (and without delaying the game too much)</p><p> </p><p>C - Roleplay: While I try to make each NPC unique I am often unprepaired to answer in question for some of the more boring NPC's. Shopkeeps, while i keep the name consistant per town and the like have little to no personality, as do the random town guardsman...etc. Major NPC's are interresting but the minor ones i could work on</p><p> </p><p>D - Preperation: I never prepare for my games more than like an hour in advance...it's something i have been working on with my latest yet-to-be-run game</p><p> </p><p> </p><p>F - Keeping the game on track: my players love to joke, tangent, go on food runs, and wax political at the table, some of them even bring laptops and Code while gaming and I am not super good at keeping this kind of stuff in check....our sessions can last 8 hours and we only game for 3</p></blockquote><p></p>
[QUOTE="Shoe, post: 5186002, member: 89612"] A - Creating Memorable NPC's, items, locations and events: Every campaign I run there is something super cool that everyone remembers from years to come. Be it the Half-Red Dragon Bluebird to the Player Death by an animated sofa, each game has that moment that the players will NEVER forget B - Improv: I have Ummmm...moments from time to time, but up until recently i barely planned my campaigns at all. I had a list of important plot points from start to finish and improved the rest. I even designed encounters on the spot...sometimes whole dungeons (and without delaying the game too much) C - Roleplay: While I try to make each NPC unique I am often unprepaired to answer in question for some of the more boring NPC's. Shopkeeps, while i keep the name consistant per town and the like have little to no personality, as do the random town guardsman...etc. Major NPC's are interresting but the minor ones i could work on D - Preperation: I never prepare for my games more than like an hour in advance...it's something i have been working on with my latest yet-to-be-run game F - Keeping the game on track: my players love to joke, tangent, go on food runs, and wax political at the table, some of them even bring laptops and Code while gaming and I am not super good at keeping this kind of stuff in check....our sessions can last 8 hours and we only game for 3 [/QUOTE]
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