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Hey #Tabletop #RPG folx!

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  • Hey folx! I have an for ya!

    GMs: What is your top tip for running good games (that *hasn't* been mentioned yet)?

    Players: What's something your GM has done to make the game awesome that you wish more GMs would do (that *hasn't* been mentioned yet)?

    ---

    I'll start (with one of each).

    As a GM, I use the 3-act play / 5-room dungeon style as often as possible. It keeps things tight, makes for satisfying progression, and can be scaled to work for almost anything.

    As a player, I was shocked the first time a GM of mine rolled some dice and said "you hit, and it takes Blorp out of the fight, what does that look like?". Every GM I'd had previously would've just said "you kill Blorp". That one question has made playing characters *feel* so much more epic.

  • Hey folx! I have an for ya!

    GMs: What is your top tip for running good games (that *hasn't* been mentioned yet)?

    Players: What's something your GM has done to make the game awesome that you wish more GMs would do (that *hasn't* been mentioned yet)?

    ---

    I'll start (with one of each).

    As a GM, I use the 3-act play / 5-room dungeon style as often as possible. It keeps things tight, makes for satisfying progression, and can be scaled to work for almost anything.

    As a player, I was shocked the first time a GM of mine rolled some dice and said "you hit, and it takes Blorp out of the fight, what does that look like?". Every GM I'd had previously would've just said "you kill Blorp". That one question has made playing characters *feel* so much more epic.

    @alice Make failing die rolls as interesting as succeeding.

    If some information or task is important to advancing the story, don’t let players miss it by failing a die roll. Let them succeed but with some consequence — “You are able to pick the lock, but your tools make enough noise that you think the guards have been alerted.” (This is advice borrowed from game designer Robin D. Laws.)

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