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This thread is for Storytellers and Dungeon Masters to talk about the nature of making their story memorable.
Personally I think one of the most important things in an encounter or story is always without fail the environment. A car chase is exciting, A car chase in the pouring rain at three in the morning through downtown with lightning in the sky is engaging.
So what tricks & tips do you use to make your games great?
My biggest thing is player agency. I find it hard to run a total sandbox, but I try to offer PCs choices in each situation and in choosing the direction of the game as a whole. In my current D&D campaign, there are three main NPCs, all pursuing their own resolution to a global catastrophe. I've made sure the PCs had a chance to talk to each one and hear their side, and that each solution has pros and cons. They're still talking it over, which I take as a sign of success.
My biggest thing is player agency. I find it hard to run a total sandbox, but I try to offer PCs choices in each situation and in choosing the direction of the game as a whole. In my current D&D campaign, there are three main NPCs, all pursuing their own resolution to a global catastrophe. I've made sure the PCs had a chance to talk to each one and hear their side, and that each solution has pros and cons. They're still talking it over, which I take as a sign of success.
You should find a way to let them talk to the catalyst of the global catastrophe, or a major player involved with it and hear their side. Really screw with the PC's heads with lies within half-truths about the others trying to subvert the catastrophe.
SkyCaptain on
The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
Yep, that's one of the three, and they've met him. They were a bit unfazed, though--maybe I shouldn't have brought him in so early. Oh well.
Another thing I like is moral ambiguity. I can't stand having blatantly "evil" people, or ones who are paragons of virtue in every way. Everyone that I've introduced has an agenda, something they're willing to fight or kill the PCs over.
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Another thing I like is moral ambiguity. I can't stand having blatantly "evil" people, or ones who are paragons of virtue in every way. Everyone that I've introduced has an agenda, something they're willing to fight or kill the PCs over.