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What Are Your DM New Year's Resolutions?
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<blockquote data-quote="Li Shenron" data-source="post: 7541167" data-attributes="member: 1465"><p>First three are easy.</p><p></p><p></p><p></p><p>I want to resume and finish our current adventure, we haven't played for a few months now and we're about only half way through. It's taken a lot more sessions than expected, so I would like to speed up the rest of it to take something like half the time it took for the first half.</p><p></p><p></p><p></p><p>In our family game I've been essentially the keeper of all rules details on character abilities, to make it easier for our children: basically, they've only known the names of their spells and abilities and when they decided to use one, they resorted to me for details.</p><p></p><p>In the meantime, I've designed and printed out action cards with all the stuff their PCs can do at the current level. I am almost done with the finalization e.g. laminating the cards, printing the last few missing ones. When we resume playing, I want to start using these cards so that my little players can learn to take care of their own PC's abilities, but without ever having to look up the PHB during play.</p><p></p><p></p><p></p><p>Tabletop audio sound pads.</p><p></p><p></p><p></p><p>Probably many, but after a couple of decades of DMing I would also like to believe that there isn't anything that bad about my DMing that would ruin everyone's fun... </p><p></p><p>Certainly I still have a lot to improve in my ability to create interesting plots. I can make interesting characters, encounters and places... but when it comes to actual stories I always have the feeling that they are too obvious.</p><p></p><p>In addition, I still haven't found enough consistency in how to deal with every aspect of the current edition. Despite thinking a lot on topics like trapfinding, using skills in social encounters, sneaking/ambushing, retrying failed attempts etc, I still find myself falling to the old "just make an X check" solution, without thinking enough of the long-term consequences of players expecting to be able to always do the same.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7541167, member: 1465"] First three are easy. I want to resume and finish our current adventure, we haven't played for a few months now and we're about only half way through. It's taken a lot more sessions than expected, so I would like to speed up the rest of it to take something like half the time it took for the first half. In our family game I've been essentially the keeper of all rules details on character abilities, to make it easier for our children: basically, they've only known the names of their spells and abilities and when they decided to use one, they resorted to me for details. In the meantime, I've designed and printed out action cards with all the stuff their PCs can do at the current level. I am almost done with the finalization e.g. laminating the cards, printing the last few missing ones. When we resume playing, I want to start using these cards so that my little players can learn to take care of their own PC's abilities, but without ever having to look up the PHB during play. Tabletop audio sound pads. Probably many, but after a couple of decades of DMing I would also like to believe that there isn't anything that bad about my DMing that would ruin everyone's fun... Certainly I still have a lot to improve in my ability to create interesting plots. I can make interesting characters, encounters and places... but when it comes to actual stories I always have the feeling that they are too obvious. In addition, I still haven't found enough consistency in how to deal with every aspect of the current edition. Despite thinking a lot on topics like trapfinding, using skills in social encounters, sneaking/ambushing, retrying failed attempts etc, I still find myself falling to the old "just make an X check" solution, without thinking enough of the long-term consequences of players expecting to be able to always do the same. [/QUOTE]
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