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What are the “boring bits” to you?
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<blockquote data-quote="MNblockhead" data-source="post: 9282097" data-attributes="member: 6796661"><p>Same here as a DM, but it blame myself more than my players. I'm just not that skilled at improving RP with minor NPCs. I also fee compelled to take notes on responses NPCs background information, local rumors, and other information that comes out of the RP. I start to get a little resentful of having to do this extra note keeping about an inconsequential NPC. The solution, for me, has been to develop NPCs the players have taken an interest in and making them more significant. But that can increase exponentially the load on the DM. I know that I should lean into this and be happy that I've made an NPC interesting to the PCs, but sometimes I'm just not as interested in the interaction as the players. </p><p></p><p>Yes. That and use the PC's, rather than the player's, skills in cartography. When I run games in Foundry, having a PC with cartography skill in the party means I turn on Fog of War Exploration, where the areas already explored remain revealed when the party moves past an area. </p><p></p><p>In a VTT or with digital character sheets like DDB, it tracking encumbrance and resources is trivial. But if playing with paper character sheets, I agree. But I disagree with solving the problem on how the party is going to move a treasure hoard. But I generally do not pull out a calculator in game. If the players give a reasonable plan on how they will deal with it, I'm happy to just treat it like a quick cut scene and say it was done. Where I feel that the challenge is important to the story, I think using 4e-inspired skill changes make sense. Each player explains how their character is contributing to the effort. No two PCs can use the same skill (though I am not a stickler here--I'll let one PC help another giving that PC advantage on single roll for the pairs contribution), and they must make reach a number of successes before the challenge is overcome. If it takes them too long, complications arise. </p><p></p><p>Love the idea of letting the player with the dead PC help run monsters, etc. Though, this will depend on the group. Some players really don't like having to play a character against other players' PCs. </p><p></p><p>No need to apologize. We like what we like and don't what we don't.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9282097, member: 6796661"] Same here as a DM, but it blame myself more than my players. I'm just not that skilled at improving RP with minor NPCs. I also fee compelled to take notes on responses NPCs background information, local rumors, and other information that comes out of the RP. I start to get a little resentful of having to do this extra note keeping about an inconsequential NPC. The solution, for me, has been to develop NPCs the players have taken an interest in and making them more significant. But that can increase exponentially the load on the DM. I know that I should lean into this and be happy that I've made an NPC interesting to the PCs, but sometimes I'm just not as interested in the interaction as the players. Yes. That and use the PC's, rather than the player's, skills in cartography. When I run games in Foundry, having a PC with cartography skill in the party means I turn on Fog of War Exploration, where the areas already explored remain revealed when the party moves past an area. In a VTT or with digital character sheets like DDB, it tracking encumbrance and resources is trivial. But if playing with paper character sheets, I agree. But I disagree with solving the problem on how the party is going to move a treasure hoard. But I generally do not pull out a calculator in game. If the players give a reasonable plan on how they will deal with it, I'm happy to just treat it like a quick cut scene and say it was done. Where I feel that the challenge is important to the story, I think using 4e-inspired skill changes make sense. Each player explains how their character is contributing to the effort. No two PCs can use the same skill (though I am not a stickler here--I'll let one PC help another giving that PC advantage on single roll for the pairs contribution), and they must make reach a number of successes before the challenge is overcome. If it takes them too long, complications arise. Love the idea of letting the player with the dead PC help run monsters, etc. Though, this will depend on the group. Some players really don't like having to play a character against other players' PCs. No need to apologize. We like what we like and don't what we don't. [/QUOTE]
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What are the “boring bits” to you?
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