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Weem's "Grade your DM-skills" Challenge...
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<blockquote data-quote="EP" data-source="post: 5186275" data-attributes="member: 41744"><p><strong><span style="font-size: 18px">A</span></strong></p><p><strong>Storyline/Plot</strong></p><p>Me likes the plot where there are machinations going on behind the scenes and just when the players think they've done something I would never think of, it falls directly into my evil hands. Nothing is what it seems, characters have deep motivations, and the conclusion will almost always blow the players away.</p><p></p><p><strong><span style="font-size: 18px">B</span></strong></p><p><strong>Improvisation</strong></p><p>While I never get to improvise on stage as much as I would like, I try to make up for it in my games. For the most part, I keep my adventures down to a bare minimum: who is involved, what can they do, what are their motivations and how will they try to do it? Then I just unfold things as I think of them. Allows the players to be involved in the storytelling and keeps me on my toes.</p><p></p><p><strong><span style="font-size: 18px">C</span></strong></p><p><strong>Voices</strong></p><p>Giving each NPC their own voice and characterization makes the entire roleplaying experience, as far as I'm concerned. And it encourages players to add their own elements.</p><p></p><p><strong><span style="font-size: 18px">D</span></strong></p><p><strong>Combat</strong></p><p>Winging it on combat a bit here - I like to stray from the normal power descriptions and embellish on the action a bit. Including the use of stunts and bonus attacks just because it would look really cool if the player actually did that.</p><p></p><p><strong><span style="font-size: 18px">E</span></strong></p><p><strong><span style="font-size: 18px"></span>Perception Checks</strong></p><p>While I'm actively trying to cut them down to a bare minimum, I'm constantly asking players to make Perception checks. It became so ridiculous in our last game that I'm thinking of banning Perception checks when players enter a room/area and simply telling them what I want them to see. Odds are that someone will make the check and I'll describe it to them regardless. </p><p></p><p><strong><span style="font-size: 18px">F</span></strong></p><p><strong>Monsters</strong></p><p>This is just my own take on the topic but I never feel like I've truly used a monster to its full potential. Once the fight is done, I always feel like I held back and never used it as was designed. It's the opposite of Combat and Rules in that the players get to do crazy stuff and I'm always holding back the monsters to allow them to do what they do. It's that fine balancing act, I guess.</p></blockquote><p></p>
[QUOTE="EP, post: 5186275, member: 41744"] [B][SIZE="5"]A[/SIZE] Storyline/Plot[/B] Me likes the plot where there are machinations going on behind the scenes and just when the players think they've done something I would never think of, it falls directly into my evil hands. Nothing is what it seems, characters have deep motivations, and the conclusion will almost always blow the players away. [B][SIZE="5"]B[/SIZE] Improvisation[/B] While I never get to improvise on stage as much as I would like, I try to make up for it in my games. For the most part, I keep my adventures down to a bare minimum: who is involved, what can they do, what are their motivations and how will they try to do it? Then I just unfold things as I think of them. Allows the players to be involved in the storytelling and keeps me on my toes. [B][SIZE="5"]C[/SIZE] Voices[/B] Giving each NPC their own voice and characterization makes the entire roleplaying experience, as far as I'm concerned. And it encourages players to add their own elements. [B][SIZE="5"]D[/SIZE] Combat[/B] Winging it on combat a bit here - I like to stray from the normal power descriptions and embellish on the action a bit. Including the use of stunts and bonus attacks just because it would look really cool if the player actually did that. [B][SIZE="5"]E [/SIZE]Perception Checks[/B] While I'm actively trying to cut them down to a bare minimum, I'm constantly asking players to make Perception checks. It became so ridiculous in our last game that I'm thinking of banning Perception checks when players enter a room/area and simply telling them what I want them to see. Odds are that someone will make the check and I'll describe it to them regardless. [B][SIZE="5"]F[/SIZE] Monsters[/B] This is just my own take on the topic but I never feel like I've truly used a monster to its full potential. Once the fight is done, I always feel like I held back and never used it as was designed. It's the opposite of Combat and Rules in that the players get to do crazy stuff and I'm always holding back the monsters to allow them to do what they do. It's that fine balancing act, I guess. [/QUOTE]
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