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What is the #1 most important thing to remember about DMing?
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<blockquote data-quote="Rugsrat" data-source="post: 5543756" data-attributes="member: 6673616"><p>If the PCs don't care about the events around them, they may go and solve the problems they're presented with, but they're not going to really get <strong>why</strong>.</p><p></p><p>In my game, I first made them really care about the world by having them do most of my world-building. I handed them an 8.5x11" piece of a paper with a rough outline of part of the coast. Before I knew it, I had a 3x4' map made of lots of these. Everyone put something on the map, even if it was just a little dot with a town name. (incidentally, this also makes things just SO much easier for you as a GM)</p><p></p><p>This way, when you go to a town, it's not just "Hodunk" or "Townsville" it's: "Twin River City, Center of the arcane magical learnings in the former Girai Empire." The players know about it already. They care about this place. They feel like its their's, not just the GMs.</p><p></p><p>So when you say... start a war between Twin River and its neighbor Gimoshent, they'll want to do something about it. And not just because someone is telling them to, but because it matters.</p><p></p><p>Of course, this isn't for all players or all games, but its worked wonders for mine. Your players are incredibly imaginative, and giving them an excuse to really get invested is a good thing.</p></blockquote><p></p>
[QUOTE="Rugsrat, post: 5543756, member: 6673616"] If the PCs don't care about the events around them, they may go and solve the problems they're presented with, but they're not going to really get [B]why[/B]. In my game, I first made them really care about the world by having them do most of my world-building. I handed them an 8.5x11" piece of a paper with a rough outline of part of the coast. Before I knew it, I had a 3x4' map made of lots of these. Everyone put something on the map, even if it was just a little dot with a town name. (incidentally, this also makes things just SO much easier for you as a GM) This way, when you go to a town, it's not just "Hodunk" or "Townsville" it's: "Twin River City, Center of the arcane magical learnings in the former Girai Empire." The players know about it already. They care about this place. They feel like its their's, not just the GMs. So when you say... start a war between Twin River and its neighbor Gimoshent, they'll want to do something about it. And not just because someone is telling them to, but because it matters. Of course, this isn't for all players or all games, but its worked wonders for mine. Your players are incredibly imaginative, and giving them an excuse to really get invested is a good thing. [/QUOTE]
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What is the #1 most important thing to remember about DMing?
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