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Why I struggle to run D20 Modern games
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<blockquote data-quote="JPL" data-source="post: 1873575" data-attributes="member: 1964"><p>That can indeed be a challenge. Here are my thoughts:</p><p></p><p>1. Work with the smart players, not against them.</p><p></p><p>If a player has a specialized area of knowledge, defer to him to fill in the details. Give the players a bigger role in shaping the story. The players should be using that knowledge to advanced the story, not to start arguments.</p><p></p><p>2. Do your homework</p><p></p><p>Not always possible...but as much as you can, do the research for a modern adventure. Anticipate the tough questions. Cover your weak areas. If we're doing a martial arts campaign, or a military campaign, or a tech-intensive campaign ["Lone Gunmen" or "Sneakers"], you'll need to do a little extra prep.</p><p></p><p>This works great with #1...give the player some homework. I did a "Sliders"-type one-shot a while back, and prepped a little handout for the guy who was playing the scientific genius, explaining the pseduoscientific basis of dimensional travel. </p><p></p><p>When the time came, we glossed over the Knowledge checks and just let the man talk. He busted out some crazy Reed Richards sounding stuff, and the players asked HIM questions.</p><p></p><p></p><p>3. Lighten up</p><p></p><p>I don't mean that critically. I'm just saying that if the players understand that you are trying to emulate an action movie, or a spy novel, or a thirties cliffhanger serial, and not "the real world" per se, they will hopefully understand, at least intuitively, that fudging the details is acceptable.</p><p></p><p>I don't know how to forge an ID, or defuse a bomb, or hack a computer, or other stuff like that [and I don't think WotC would be wise to explain it to us]. Get close enough that it would work in a movie.</p></blockquote><p></p>
[QUOTE="JPL, post: 1873575, member: 1964"] That can indeed be a challenge. Here are my thoughts: 1. Work with the smart players, not against them. If a player has a specialized area of knowledge, defer to him to fill in the details. Give the players a bigger role in shaping the story. The players should be using that knowledge to advanced the story, not to start arguments. 2. Do your homework Not always possible...but as much as you can, do the research for a modern adventure. Anticipate the tough questions. Cover your weak areas. If we're doing a martial arts campaign, or a military campaign, or a tech-intensive campaign ["Lone Gunmen" or "Sneakers"], you'll need to do a little extra prep. This works great with #1...give the player some homework. I did a "Sliders"-type one-shot a while back, and prepped a little handout for the guy who was playing the scientific genius, explaining the pseduoscientific basis of dimensional travel. When the time came, we glossed over the Knowledge checks and just let the man talk. He busted out some crazy Reed Richards sounding stuff, and the players asked HIM questions. 3. Lighten up I don't mean that critically. I'm just saying that if the players understand that you are trying to emulate an action movie, or a spy novel, or a thirties cliffhanger serial, and not "the real world" per se, they will hopefully understand, at least intuitively, that fudging the details is acceptable. I don't know how to forge an ID, or defuse a bomb, or hack a computer, or other stuff like that [and I don't think WotC would be wise to explain it to us]. Get close enough that it would work in a movie. [/QUOTE]
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