Tuesday, October 6, 2015

Tuesday Quick Tip - You Can't Always Get What You Want

In previous quick tips we've discussed using improv to become a better Master of Dungeons, including how to "Yes, and" your players to help keep things moving. The most important thing about "Yes, and" is the yes, "and" that is where most of the attention is drawn, but in D&D the "and" is equally important.

If your players think of a novel plan for sneaking into a castle, one that you didn't anticipate, it is a good idea to go with the flow and not force them to go through the front door like you planned for. However, that doesn't mean everything has to work the way your players plan. going with the castle example, they may become mistaken for servants, and have to finish some cleaning work or be discovered, they may discover the prisoners in the dungeon, etc.

Improv means being able to make things up on the fly, and working with your players instead of against them, however if you always let your players get away with their ideas then nothing is difficult, and there are no surprises. As soon as your players start thinking of something let your mind roam free, trying to think of any sort of consequences or twists that could occur. This is quite difficult at first but with practice you'll become very quick with twists and ideas. Your players may have great ideas, but they can't always get what they want, but sometimes they'll find they get what they need.


Would you like to support Master of Dungeons?

A few days ago Master of Dungeons reviewed the absolutely amazing Encounter Decks 3 by Inkwell Ideas. (Check out the blog post here). If you missed it, the short version is the deck is amazing and everyone should go out and buy it to add to their table. I highly recommend you check it out if you haven't already. And as always you should follow us on the social media of your choice: Google PlusFacebook, and Twitter

No comments:

Post a Comment