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20 WORDS OR LESS: how YOU make games rock!

Started by jenskot, March 13, 2007, 04:52:43 PM

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jenskot

Quote from: BalbinusTo paraphrase myself from the other thread, distract the players with my sheer physical beauty.
I need an example to help me visualize this... maybe a photo... ;)
Eddie Guerrero 1967-2005
"Character classes. Sorry, I don't need a label" - RGTraynor (from RPGnet)
"Anything you can do, I can do badass" - Taskmaster (from Deadpool)

jrients

  • Be excellent to each other.
  • Party on, dudes!
Jeff Rients
My gameblog


Tom B

Quote from: Nazgul-Take notes, just because you make it up on the fly, doesn't mean that it should be forgotten. Continuallity  makes players feel like they've accomplished something.

I just wanted to repeat and emphasize this.  The thing that helped my games more than any other was keeping a copious amount of notes, detailing activities, NPCs, etc.  It's amazing how the recollection of an event can change and diverge over time.  

I fell out of the habit of doing this, and my game suffered.  I'm going to pick it up again in a campaign I'm about to start.  (I also plan on experimenting with a program called "GM's Second Brain", which is a relational database linking related events.  You can set up a town as a node, and then link everything relevent to that town, such as important NPCs, events, items, etc.)

Gee...that's more than 20 words, isn't it?

Here's one:

-Keep throwable objects close at hand...in case of puns, Monty Python quotes or distracted players.
Tom B.

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"All that we say or seem is but a dream within a dream." -Edgar Allen Poe