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What a great storytelling DM looks like
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<blockquote data-quote="Barastrondo" data-source="post: 5084334" data-attributes="member: 3820"><p>Or to replace certain consequences with certain other consequences, or simply to adjust the frequency with which they appear. If death is a less likely consequence, be it a factor of D&D edition or of picking a different game as a whole, there's usually other ways to get the players involved in the fallout from their decisions. Champions is a good example of a game with a relatively low mortality rate but with lots of consequences for characters (usually 100-150 points worth that are begging to be used!). Certainly, proclaiming certain consequences like death or energy drain "not fun" doesn't make them un-fun for players who enjoy those consequences — but at the same time, proclaiming them "fun" doesn't make it so for players who <em>don't</em>. </p><p></p><p>I'm probably more on the storytelling side when I run, though I doubt that word really gives anyone an accurate picture of what my style is. It even varies from game to game. Hints and nudges toward a new adventure get more obvious and pronounced when I've got a couple of players who face long workdays full of decisions and would like not to have to think too hard about picking their next target or unraveling a plot. Hints at what's going on behind the scenes are less blatant when I've got the proactive players who will poke and prod and uncover them without much help. And when it's a gregarious band of social roleplayers given a social situation, we can fritter away hours with nothing of life-and-death consequence happening — but grave and dire consequences such as a wine-stained cravat and an ill-fated engagement? Serious stuff!</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5084334, member: 3820"] Or to replace certain consequences with certain other consequences, or simply to adjust the frequency with which they appear. If death is a less likely consequence, be it a factor of D&D edition or of picking a different game as a whole, there's usually other ways to get the players involved in the fallout from their decisions. Champions is a good example of a game with a relatively low mortality rate but with lots of consequences for characters (usually 100-150 points worth that are begging to be used!). Certainly, proclaiming certain consequences like death or energy drain "not fun" doesn't make them un-fun for players who enjoy those consequences — but at the same time, proclaiming them "fun" doesn't make it so for players who [I]don't[/I]. I'm probably more on the storytelling side when I run, though I doubt that word really gives anyone an accurate picture of what my style is. It even varies from game to game. Hints and nudges toward a new adventure get more obvious and pronounced when I've got a couple of players who face long workdays full of decisions and would like not to have to think too hard about picking their next target or unraveling a plot. Hints at what's going on behind the scenes are less blatant when I've got the proactive players who will poke and prod and uncover them without much help. And when it's a gregarious band of social roleplayers given a social situation, we can fritter away hours with nothing of life-and-death consequence happening — but grave and dire consequences such as a wine-stained cravat and an ill-fated engagement? Serious stuff! [/QUOTE]
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