Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
What a great storytelling DM looks like
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Piratecat" data-source="post: 5080252" data-attributes="member: 2"><p>Hmm. Thanks for the kind words, Tav, although I'm uneasy being the example. You had the advantage of seeing that adventure the third or fourth time I'd run it, after many of the bugs were worked out. I do find the topic of storytelling vs. old school play really interesting, though.</p><p></p><p>If I had to sum up my own DMing style in one sentence, it would be "don't let the players get bored." That doesn't mean constant action, but I want them always thinking about something - roleplaying, or worried about what the NPCs are doing, or figuring out a mystery or a puzzle, or the like. To this end, I try to run a really cinematic style of game; I hope that if they remember the cool bits they'll forget the part where the action or the mechanics bog down a bit. I try to improve mechanics that bore people, and I keep my fingers crossed that if I get the players immersed in the world through throwaway detail, their own imagination will compensate for any details I forget to give.</p><p></p><p>Thing is, this works equally well with old style dungeons too. I try to give the PCs a sense of urgency and purpose; I try to give them enough sensory detail that they're involved with the adventure. When they kick down the door, you want them to hear the wood splinter and smell the wall of odor coming off the troglodytes on the other side. Add hints that the monsters are involved with a larger scheme -- "Why does this troglodyte have a signet ring that could only belong to our princess?" And then only develop plots that the group bites at.</p><p></p><p>Stuff like "mine cart vs. rappelling" is key in this regard. The players' choice has a big effect on what they see and hear as they enter, as well as what encounters take place and what the bad guys see and hear. The nice thing is that you as DM can stack the odds. Want them to take the mine cart because it's the far more cinematic approach? Make it worth their while - hint that it would deliver them into a more advantageous part of the mine, that it would be fast enough that they couldn't be easily ambushed, or what have you. They may still pick rappelling, but you can stack the cards in favor of what will end up being the most fun for your players.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 5080252, member: 2"] Hmm. Thanks for the kind words, Tav, although I'm uneasy being the example. You had the advantage of seeing that adventure the third or fourth time I'd run it, after many of the bugs were worked out. I do find the topic of storytelling vs. old school play really interesting, though. If I had to sum up my own DMing style in one sentence, it would be "don't let the players get bored." That doesn't mean constant action, but I want them always thinking about something - roleplaying, or worried about what the NPCs are doing, or figuring out a mystery or a puzzle, or the like. To this end, I try to run a really cinematic style of game; I hope that if they remember the cool bits they'll forget the part where the action or the mechanics bog down a bit. I try to improve mechanics that bore people, and I keep my fingers crossed that if I get the players immersed in the world through throwaway detail, their own imagination will compensate for any details I forget to give. Thing is, this works equally well with old style dungeons too. I try to give the PCs a sense of urgency and purpose; I try to give them enough sensory detail that they're involved with the adventure. When they kick down the door, you want them to hear the wood splinter and smell the wall of odor coming off the troglodytes on the other side. Add hints that the monsters are involved with a larger scheme -- "Why does this troglodyte have a signet ring that could only belong to our princess?" And then only develop plots that the group bites at. Stuff like "mine cart vs. rappelling" is key in this regard. The players' choice has a big effect on what they see and hear as they enter, as well as what encounters take place and what the bad guys see and hear. The nice thing is that you as DM can stack the odds. Want them to take the mine cart because it's the far more cinematic approach? Make it worth their while - hint that it would deliver them into a more advantageous part of the mine, that it would be fast enough that they couldn't be easily ambushed, or what have you. They may still pick rappelling, but you can stack the cards in favor of what will end up being the most fun for your players. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What a great storytelling DM looks like
Top