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General Tabletop Discussion
*Dungeons & Dragons
What's the Most Valuable DM Prep Between Campaigns?
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<blockquote data-quote="Steampunkette" data-source="post: 8398356" data-attributes="member: 6796468"><p>Think about what story you want to -tell-. </p><p></p><p>Consider what message you want to carry forward, what sort of style you want it to be in and what stories that style tells particularly well. Do you want to tell a story about the interconnectivity of people in society? You're going to want a central threat that causes multiple communities to band together against it. If you want to tell mythic fantasy, you're going to need to make your players into unique heroes in the backdrop of the world. Things of that nature.</p><p></p><p>Consider what kind of narrative elements support the thing you want to share, the story you want to tell. Does having a fragile NPC in a fight sequence reinforce the idea of cooperation to keep them safe? Add that in. Does a reticent ogre who has to be convinced to help fight against an evil army to help protect the city, and thus become welcomed by the city for his efforts, even valued and treated as a friend rather than shunned as a potential threat help to bring out the story? Write about that.</p><p></p><p>Create a framework of story-moments which support your primary narrative and then go from there. They needn't all be strung together, or even remotely connected. But the more you show your players that the world is structured in the way you intend, the more you encourage them to interact with it on that basis, which can make the story all the more compelling...</p><p></p><p>If you're a huge nerd, you can also spend that time making a world that best supports your idea. Or taking the time to reshape another world to that end.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8398356, member: 6796468"] Think about what story you want to -tell-. Consider what message you want to carry forward, what sort of style you want it to be in and what stories that style tells particularly well. Do you want to tell a story about the interconnectivity of people in society? You're going to want a central threat that causes multiple communities to band together against it. If you want to tell mythic fantasy, you're going to need to make your players into unique heroes in the backdrop of the world. Things of that nature. Consider what kind of narrative elements support the thing you want to share, the story you want to tell. Does having a fragile NPC in a fight sequence reinforce the idea of cooperation to keep them safe? Add that in. Does a reticent ogre who has to be convinced to help fight against an evil army to help protect the city, and thus become welcomed by the city for his efforts, even valued and treated as a friend rather than shunned as a potential threat help to bring out the story? Write about that. Create a framework of story-moments which support your primary narrative and then go from there. They needn't all be strung together, or even remotely connected. But the more you show your players that the world is structured in the way you intend, the more you encourage them to interact with it on that basis, which can make the story all the more compelling... If you're a huge nerd, you can also spend that time making a world that best supports your idea. Or taking the time to reshape another world to that end. [/QUOTE]
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What's the Most Valuable DM Prep Between Campaigns?
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