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Weem's "Grade your DM-skills" Challenge...
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<blockquote data-quote="Kafen" data-source="post: 5190558" data-attributes="member: 11273"><p>A: Story Content </p><p>Story Content, I write a bare bones back story for most of my adventures. The group starts off with a strong narrative and ends with the plot hook NPC interacting with the group. On some levels, it invites meta-gaming. However, the overall effect of giving the players a large scale theme to assist in role playing is well worth the effort. It starts players off with more information than a long Q and A session, too. So, the players have a strong point of reference for most aspects of the game without long break periods.</p><p></p><p>B: Character Envelopment</p><p>I draw the characters into the 'lives' of the NPCs if possible. It brings the PCs into a position to role play the little things. The practical limits include romance and such odd moments, but players find themselves with families, children, and friends to care about. It's plays a very important role in online games. Players literally <em>look</em> forward to sitting down in character for a few years - enough time to watch their kids grow up a few years. For instance, one player role plays 'daughter' stealing stuff at the tender age of eight years old. It makes for fun moments in a game. Plus, it lets me advance the overall world in terms of years for 'epic' plot lines as the party gets into high levels. </p><p></p><p>C: Mechanics</p><p>I use them - most of the time. I try to balance things and keep things legit. But hey, I want to role play. Roll playing fans tend to cringe when I delightfully ignore their uber mechanical monster that some people call power builds. Most of the roll players do not stay long because I do not place a high priority on the rules.</p><p></p><p>D: Patience</p><p>I don't wait for turns and posts in online games very well. Let's face it, most online games die young because you are waiting for posts. Most table top games have similar issues with players that take forever. I push things. Move it! </p><p></p><p>F: Harming PCs</p><p>I hate killing my PCs. They are the heroes. So, they get slack unless they do something extremely stupid. I share that trait with the previous poster.</p></blockquote><p></p>
[QUOTE="Kafen, post: 5190558, member: 11273"] A: Story Content Story Content, I write a bare bones back story for most of my adventures. The group starts off with a strong narrative and ends with the plot hook NPC interacting with the group. On some levels, it invites meta-gaming. However, the overall effect of giving the players a large scale theme to assist in role playing is well worth the effort. It starts players off with more information than a long Q and A session, too. So, the players have a strong point of reference for most aspects of the game without long break periods. B: Character Envelopment I draw the characters into the 'lives' of the NPCs if possible. It brings the PCs into a position to role play the little things. The practical limits include romance and such odd moments, but players find themselves with families, children, and friends to care about. It's plays a very important role in online games. Players literally [i]look[/i] forward to sitting down in character for a few years - enough time to watch their kids grow up a few years. For instance, one player role plays 'daughter' stealing stuff at the tender age of eight years old. It makes for fun moments in a game. Plus, it lets me advance the overall world in terms of years for 'epic' plot lines as the party gets into high levels. C: Mechanics I use them - most of the time. I try to balance things and keep things legit. But hey, I want to role play. Roll playing fans tend to cringe when I delightfully ignore their uber mechanical monster that some people call power builds. Most of the roll players do not stay long because I do not place a high priority on the rules. D: Patience I don't wait for turns and posts in online games very well. Let's face it, most online games die young because you are waiting for posts. Most table top games have similar issues with players that take forever. I push things. Move it! F: Harming PCs I hate killing my PCs. They are the heroes. So, they get slack unless they do something extremely stupid. I share that trait with the previous poster. [/QUOTE]
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