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Old 04-28-2007, 05:01 PM
HisDivineShadow HisDivineShadow is offline
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Join Date: Apr 2007
Posts: 10
A good thing you can do as a DM to get in on some of your fun is to make a character to be your persona in the game.

A thing that can make it more interesting for players is unique things thrown into the game. In one campaign I introduced a dwarf who was a professional "bar brawler" and had him trash an establishment that the players were staying at. Isandor Odinhammer was never forgotten, and the players still bring it up. Another campaign I introduced the character, the fool. He was a court fool serving the king. He was trying to help the queen with some errand and recruited the party for help. In order to get past the gate guards, HE turned and kissed one of the MALE players. He always talked in rhymes and riddles. He is another character that was not forgotten. I also try to personalize animal companions. A wolf-dog might always say "You know you love me." Whenever he gets into trouble or wants something. It helps keep loose humor. Another wolf was "hopper" and liked to jump a lot. Things like that make the campaign more interesting and fulfilling to the players.

One of the greatest techniques I used to inspire drama in the campaign was to show the players a really powerful NPC, have it travel with them and help them out. It was critical to the plot, because the NPC was on a rescue mission and needed the player's help. They tracked down and rescued the prince, but during the escape the NPC sacrificed himself so the others could get away. The NPC had been the party's "leader" throughout the campaign, and now they were lost and disillusioned. Then something amazing happened. One of the players stepped forward and filled the gap. He started to get the players to do things again. That campaign was the best I ever ran out of over eight campaigns.

Always have a back story. In the above mentioned campaign, the NPC hero wasn't always a good person. He had a bad history. When the players found out about it, they questioned him, and his ability to lead them on the rescue attempt. This creates tension in the story. The players are unsure of the people around them. (Can they be trusted?) It helps to break up the focus so that every session isn't just a rush to the next plot device.

Never be afraid to pursue a tangent. The side quest might be more exciting than the actual mission. Especially if the players are more involved.

Epic events happening around the characters helps the players to feel as though they are playing in a living world, instead of a static environment that only reacts to them, never instigating events on its own.

To other people: Good advice all around, hope others can make use of my contributions.
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