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What a great storytelling DM looks like
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<blockquote data-quote="Janx" data-source="post: 5086293" data-attributes="member: 8835"><p>one thing that stands out, particularly in how barastrondo and Shaman just said about getting the players moving, is there are various techniques and expectations from gms and players alike on "priming the pump"</p><p></p><p>For those who don't know, a hand-pump takes a bit of water to get it working, literally, I've had to pour a bucket of water into the pump, to get ot primed so the does its pumping action. This is called priming.</p><p></p><p>As a GM, we all have different ideas on priming the pump, getting the players moving. If the GM takes no action to get the players moving, and the players take no action to start moving, you have a very dull game.</p><p></p><p>If I have players who have no idea of where to start, as a GM, I will create an event (with back story and assumed follow-up encounters) to get them doing something. Attack them, blame them, give them a map, something that will likely make them react.</p><p></p><p>If I have players who are telling me what they want to do before or as soon as they hit the game table, then I make up a reasonable series of obstacles and encounters to pursuing that goal. </p><p></p><p>it's not all or nothing. It's push/pull communication. If the party isn't pushing info (goals/actions) to me, I am pulling them to a goal or action.</p><p></p><p>As a GM, I try to make it "dramatic" whether I'm pulling, or they're pushing. Since it is highly possible the players will choose a goal I didn't prepare for(imagine in sandbox play), I inherently have the right to create challenges to that goal, to make it interesting. Otherwise, when a PC says, I want to run for Sherriff, it'd be pretty boring if I said, "ok, you put your name on the ballot, the election comes, you win, you are now the sherriff"</p><p></p><p>One of the things I see, is my job is to make challenges to goals, that are fair, reasonable, and make for a fun time. I don't really make the goals, when the players are idle, or at ease, I instigate trouble and make events happen that MIGHT become the players' goals. From there, more game happens.</p><p></p><p>Making challenges isn't much different than stocking a dungeon for a dungeon crawl.</p></blockquote><p></p>
[QUOTE="Janx, post: 5086293, member: 8835"] one thing that stands out, particularly in how barastrondo and Shaman just said about getting the players moving, is there are various techniques and expectations from gms and players alike on "priming the pump" For those who don't know, a hand-pump takes a bit of water to get it working, literally, I've had to pour a bucket of water into the pump, to get ot primed so the does its pumping action. This is called priming. As a GM, we all have different ideas on priming the pump, getting the players moving. If the GM takes no action to get the players moving, and the players take no action to start moving, you have a very dull game. If I have players who have no idea of where to start, as a GM, I will create an event (with back story and assumed follow-up encounters) to get them doing something. Attack them, blame them, give them a map, something that will likely make them react. If I have players who are telling me what they want to do before or as soon as they hit the game table, then I make up a reasonable series of obstacles and encounters to pursuing that goal. it's not all or nothing. It's push/pull communication. If the party isn't pushing info (goals/actions) to me, I am pulling them to a goal or action. As a GM, I try to make it "dramatic" whether I'm pulling, or they're pushing. Since it is highly possible the players will choose a goal I didn't prepare for(imagine in sandbox play), I inherently have the right to create challenges to that goal, to make it interesting. Otherwise, when a PC says, I want to run for Sherriff, it'd be pretty boring if I said, "ok, you put your name on the ballot, the election comes, you win, you are now the sherriff" One of the things I see, is my job is to make challenges to goals, that are fair, reasonable, and make for a fun time. I don't really make the goals, when the players are idle, or at ease, I instigate trouble and make events happen that MIGHT become the players' goals. From there, more game happens. Making challenges isn't much different than stocking a dungeon for a dungeon crawl. [/QUOTE]
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