What’s your favorite tip or trick for running games?

  • dwgill@ttrpg.network
    link
    fedilink
    English
    arrow-up
    1
    ·
    1 year ago

    I’m a big fan of @slyflourish@ttrpg.network’s trick of preparing secrets, clues, or general plot point revelations in advance and without anticipating the context of where or how they will be revealed. That is, you just prepare a list of ten facts or details that will engage the players if and when they learn them, and you improvise how they learn them at the table. It’s great for when a player character unexpectedly goes to the library to aimlessly look for clues, or the PCs start talking with an NPC and you need to drop some nugget of info to make the conversation feel worthwhile.

    https://slyflourish.com/sharing_secrets.html

  • azrendelmare@ttrpg.network
    link
    fedilink
    English
    arrow-up
    1
    ·
    1 year ago

    Talk with your players if someone’s unhappy. Don’t be afraid to go meta to talk about things that are causing problems, including for yourself. Seriously, communication can solve so many problems. I was able to stop a player from needing to leave the game by cutting a subplot that was really upsetting him, and was able to reassure another player twice about some things that were triggering them.

  • riotinferno@ttrpg.network
    link
    fedilink
    English
    arrow-up
    1
    ·
    edit-2
    1 year ago

    Play the game the way it wants to be played.

    Each game has a specific style/way it’s designed to be played. The system is for that specific thing, and usually it’s worth playing through at least a quick start, starter set, or simple module to figure out what that game demands.

    This doesn’t mean you shouldn’t hack or homebrew, but you should keep in mind what the system wants when you’re bolting things on to it.

    • jjjalljs@ttrpg.network
      link
      fedilink
      English
      arrow-up
      2
      ·
      1 year ago

      A thousand games of political intrigue and noir detective work run in DND 5e just cried out in terror.

      • dwgill@ttrpg.network
        link
        fedilink
        English
        arrow-up
        1
        ·
        edit-2
        1 year ago

        I feel (rightly & legitimately) called out 😭 I literally got two months into my renaissance political intrigue campaign before I discovered Court of Blades. It’s a perfect fit for my interests, but now my campaign is lousy with so many d&d tropes (Tieflings! Dhampirs! Changelings! Dragons!) that I more than likely couldn’t switch systems without home brewing everything out the wazoo 😓

  • z0mbiepete@ttrpg.network
    link
    fedilink
    English
    arrow-up
    0
    ·
    1 year ago

    Do not prepare a plot. You are not an author writing a story. You want to prepare an interesting world and an interesting situation, and the plot happens when your players interact with it.

    • dwgill@ttrpg.network
      link
      fedilink
      English
      arrow-up
      1
      ·
      1 year ago

      I highly respect this bit of advice. It’s a classic. But I have also found it can assume a certain kind of player, and that there do exist players which seemingly desire a storyline they can just follow. They still want to have agency and make interesting and consequential decisions, but I still find them a bit aimless and lost when I drop them in a sandbox.

      In fairness to this received wisdom, I think the phrase interesting situation is doing more work than I have historically given it credit for. It’s not just about it being interesting in the abstract, but (at least with some players and parties) presenting a status quo and then introducing (or threatening) the prospect of changing that status quo. I suppose my tl;dr is that with interesting situations inaction should feel like a meaningful choice. The orphanage will burn down, the criminal will escape, the freedom fighter will be caught. (Ideally, you leave the determination of whether they’re a criminal or a freedom fighter up to the players.)