diaglo
Adventurer
the Jester said:Hopefully the single game I ran at your house didn't let you down...![]()
it was a lot of fun. i was talking about campaigns.
the Jester said:Hopefully the single game I ran at your house didn't let you down...![]()
You and me both, man.... I've even taken to writing a small script or outline for some sessions. It'll be pretty broad, and say things like (current campaign is a Mutants and Masterminds game):barsoomcore said:You may have noticed that I have a memory like a sieve. It's embarrassing at times.
Aristotle said:People don't seem to be able to follow the storyline of the game from session to session so it quickly degrades into hack and slash.
You're a lucky guy. I have to be satisfied with the occasions when my players just remember to stay in character and refrain from metagaming. :\Piratecat said:High expectations, high results.
I'm really picky about regular ongoiing games. I'm probably spoiled by good players and good DMs. Despite this, the gameplay and roleplaying in our campaigns tends to exceed my expectations. It's not unusual for me to be just blown away by how well my fellow players game. I think that's unusual in itself.
Heh, I'm usually disappointed because the party doesn't surprise me often enough! I'm pretty good at winging it, so I wouldn't mind being surprised a bit more often. But my players are pretty predictable.EricNoah said:What are some things that bring the game "down" for you?
For me as a DM it can include...
1) Missing obvious paths the party might take. When they surprise you and you're not ready, the energy can die quickly.
I'm really, really, really bad at coming up with NPC names on the spot. To address this problem, I keep a massive list of names with my DM'ing supplies. Then when I need one, I just look at the list and pick one, crossing it off. The only problem is remembering who got which name after the fact.2) Not having on hand an obvious piece of information or an obvious NPC.
There could be an entire thread devoted just to this issue, but suffice it to say that there are a multitude of possible solutions, ranging from initiative cards to computer aids. Sometimes I wish my players would take combat slower, and think about how to use the environment or their feats to their advantage -- rather than just attacking.3) Combats that sometimes get a bit bogged down (doesn't happen a lot in my games).
A huge frustration. I use a carrot and stick approach: the carrot is that I have told the players they will get more XP for non-violent solutions than the standard CR rewards. The stick is that if they do resort to violence when it's not necessary or appropriate, it often has nasty repercussions -- e.g., one of my players has a PC who is banned from the capitol city... which can be quite awkward for him.4) Players maybe too eager to attack and kill rather than investigate and question. Especially when you as DM have put some considerable effort into that particular avenue.
Everyone has an off night sometimes. If it gets really bad, I tell the players, "Look, I'm not really on my game tonight. Do you mind if we stop and do something else?" Then we can play cards or the minis game or whatever.5) You just don't live up to your own ideal vision of how the game should go -- the info doesn't flow from you like you think it should, you don't have quite the grasp of the facts and need to stop and look things up frequently; your descriptions or (especially) NPC dialogue doesn't sound heroic, it sounds strange.