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What's Your Proudest Moment in DMing?
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<blockquote data-quote="Wombat" data-source="post: 4224615" data-attributes="member: 8447"><p>There are two or three moments that really make me beam, in very different ways.</p><p></p><p>First of all, there is the fabled One Sentence Adventure. I had an adventure all planned out, all very intricate and drawing on each character's ins and outs, but due to the first character refusing to believe I had passed on all the possible information to him in the opening moments of the game (and, therefore, not telling the rest of the party), I had to wing an entire session <em>for six and a half hours based on the first sentence of my notes.</em> When we got to the end and the whole party essentially got the <em>same</em> tidbit of information, the first played stood up and cried, "That's <em>it?!?</em> BAH! I knew that at the beginning!" At which point everyone turned to him with daggers in their eyes ... and then looked back at me with my Cheshire Cat grin... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Then there was a <em>great</em> session of <em>Over The Edge</em> where, thanks to having done a good job on having the players get into character very deeply, we had a 25 minute, real-time discussion about whether or not to kill a single person. We are talking about a foul individual who they caught dead-to-rights perpetrating a heinous act, one who they knew the local police would do <em>nothing</em> about, yet the players knew that their characters had never actually killed anyone before ... and in the end they didn't, but the compromise they came up with made them feel as if they had. One a couple of dice were rolled in the entire session.</p><p></p><p>And then there was the end of my first <em>Ars Magica</em> campaign -- the epic Battle For The Bell. I have never run such a huge combat/siege in a roleplaying game and during it the players remained in character, never falling over into pure wargaming mode. And in the end, the battle was one because one character was willing to sacrifice himself for the greater good. Two players actually wept over that.</p><p></p><p>Great times... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Wombat, post: 4224615, member: 8447"] There are two or three moments that really make me beam, in very different ways. First of all, there is the fabled One Sentence Adventure. I had an adventure all planned out, all very intricate and drawing on each character's ins and outs, but due to the first character refusing to believe I had passed on all the possible information to him in the opening moments of the game (and, therefore, not telling the rest of the party), I had to wing an entire session [I]for six and a half hours based on the first sentence of my notes.[/I] When we got to the end and the whole party essentially got the [I]same[/I] tidbit of information, the first played stood up and cried, "That's [I]it?!?[/I] BAH! I knew that at the beginning!" At which point everyone turned to him with daggers in their eyes ... and then looked back at me with my Cheshire Cat grin... ;) Then there was a [I]great[/I] session of [I]Over The Edge[/I] where, thanks to having done a good job on having the players get into character very deeply, we had a 25 minute, real-time discussion about whether or not to kill a single person. We are talking about a foul individual who they caught dead-to-rights perpetrating a heinous act, one who they knew the local police would do [I]nothing[/I] about, yet the players knew that their characters had never actually killed anyone before ... and in the end they didn't, but the compromise they came up with made them feel as if they had. One a couple of dice were rolled in the entire session. And then there was the end of my first [I]Ars Magica[/I] campaign -- the epic Battle For The Bell. I have never run such a huge combat/siege in a roleplaying game and during it the players remained in character, never falling over into pure wargaming mode. And in the end, the battle was one because one character was willing to sacrifice himself for the greater good. Two players actually wept over that. Great times... :) [/QUOTE]
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