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<blockquote data-quote="Chaldfont" data-source="post: 1921668" data-attributes="member: 1472"><p>Make your adventures like action movies! We've been having a lot of fun with the Eberron adventures because they are written like Indiana Jones movies.</p><p></p><p>Here are some really fun things to do that players will remember forever:</p><p></p><p>* Use action set pieces. Set your combats in interesting places. A crowded market, a ship in a storm, at a costume ball. Watch and learn from Jackie Chan movies.</p><p>* Allow the PCs to do things beyond their abilities. In one adventure I had low-level PCs chase a water-wizard into the sea. They raided his cabinet full of potions that the wizard used to polymorph his minions into sharks. Potions, scrolls, and wands/staffs with low charges can allow PCs to do some really fun things even at low levels</p><p>* Have a chase scene.</p><p>* Make players use the skills they chose because they thought the skills were cool but never seem to come up in the game. Make a list of all the PCs skills and look for ones that don't get used much, then make up reasons to use them. Knowledge, Profession and Craft skills always seem to fall in this category.</p><p>* Let the PCs lead a ragtag band of really low-level villagers/soldiers/whatever in a big battle.</p><p>* Kidnap the PCs relatives.</p><p>* Force the players to make hard choices. Remember Indy having to choose between grabbing the grail or his father's hand to get out of the chasm? Tough moral choices can be fun too.</p><p></p><p>But this is all in preparation. The best prep can fall apart if you aren't a good DM at the table. These things are even more important.</p><p></p><p>* Know when the players are bored or frustrated and change direction immediately. Your #1 responsibility is making sure everyone is having fun.</p><p>* Take no more than 30 seconds to look up a rule. If you don't know the rule, make something up that's fair. Look up the rule after the game. I've actually gotten way worse at this since 3rd edition came out. You need to keep the momentum of the game rolling along. Nothing stops a game like looking up or discussing rules.</p><p>* Slow down and describe things. Even in combat. It's sooooo easy to fall back on "ok you hit, 4 damage. Orc attacks, misses. Your turn."</p><p>* When in doubt, say "Yes" to a player when he wants to try something. You can always fix it later if its unbalanced. What D&D rules would you use if a player wanted to try grabbing a foe and using the foe's weapon on another foe like Indy did in Temple of Doom?</p></blockquote><p></p>
[QUOTE="Chaldfont, post: 1921668, member: 1472"] Make your adventures like action movies! We've been having a lot of fun with the Eberron adventures because they are written like Indiana Jones movies. Here are some really fun things to do that players will remember forever: * Use action set pieces. Set your combats in interesting places. A crowded market, a ship in a storm, at a costume ball. Watch and learn from Jackie Chan movies. * Allow the PCs to do things beyond their abilities. In one adventure I had low-level PCs chase a water-wizard into the sea. They raided his cabinet full of potions that the wizard used to polymorph his minions into sharks. Potions, scrolls, and wands/staffs with low charges can allow PCs to do some really fun things even at low levels * Have a chase scene. * Make players use the skills they chose because they thought the skills were cool but never seem to come up in the game. Make a list of all the PCs skills and look for ones that don't get used much, then make up reasons to use them. Knowledge, Profession and Craft skills always seem to fall in this category. * Let the PCs lead a ragtag band of really low-level villagers/soldiers/whatever in a big battle. * Kidnap the PCs relatives. * Force the players to make hard choices. Remember Indy having to choose between grabbing the grail or his father's hand to get out of the chasm? Tough moral choices can be fun too. But this is all in preparation. The best prep can fall apart if you aren't a good DM at the table. These things are even more important. * Know when the players are bored or frustrated and change direction immediately. Your #1 responsibility is making sure everyone is having fun. * Take no more than 30 seconds to look up a rule. If you don't know the rule, make something up that's fair. Look up the rule after the game. I've actually gotten way worse at this since 3rd edition came out. You need to keep the momentum of the game rolling along. Nothing stops a game like looking up or discussing rules. * Slow down and describe things. Even in combat. It's sooooo easy to fall back on "ok you hit, 4 damage. Orc attacks, misses. Your turn." * When in doubt, say "Yes" to a player when he wants to try something. You can always fix it later if its unbalanced. What D&D rules would you use if a player wanted to try grabbing a foe and using the foe's weapon on another foe like Indy did in Temple of Doom? [/QUOTE]
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