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Subject: Improv Sessions...

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ShadowLord XT
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Plane of Shadow

08/15/2006 5:11 PM  
Has anyone ever tried them? I am right now and I have to say besides the occasional 5-10 min stops when I'm stumped on what to do or trying to find a monster's stats, it's going quite well.

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Baltimore, MD

08/15/2006 6:08 PM  
I tried it once, and it was horrid from my perspective.  The problem is I get nervous when I don't know what can happen.  I envy those who can do it, though.  I need at least general notes or have them solid in my head of where the PCs should go. I would DM more if I could do this.

Well, I semi-lied.  I can do this with characters using the three Y method of character generation. You think of a characteristic of the NPC and ask Why they are that way three times. It really is a quick way to get a detailed idea of someone.  But I'm horrible when trying to do something like this with plot and encounters.

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Talistran
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08/15/2006 7:18 PM  

I do it all the time.  Don't get me wrong, I plan out the general plot lines, but the players rarely stick to just the plot line.  We'll go 3+ sessions of them getting back on track because they went some way I hadn't planned for and then we have more fun improv then the planned out lines.

 

 


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maijstral
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08/15/2006 9:02 PM  

Half my games are improv, I plan for almost every possibility but never the less my players manage to find or do that thing I never thought of or planned for.

I keep a roster of npc names and races for the inevitable encounters in a city because a player got a wild hare and decided to go off on a tangent. I have even built an entire small town on the fly when another DM had us pull from a deck of many things and our fighter got the deed to a small keep. Instead of the next adventure she decided to go check out this keep and make it her base of operation. Well I rolled with it had the keep infested with bandits the party had to clear out then had followers show up based on her reputation. Every time they came back from an adventure more and more people were there and slowly they formed a town as the local LG clerics decided to ask to build a temple in the keep to service the growing population and of course they would improve the decaying structure as they did. It was a fun down time as our fighter slowly learned she would have to become lord over these people and all the responsiblity that entailed. She was playing CG and a great roleplayer so this was right up her alley.


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08/16/2006 2:35 PM  
I did alot of Improv back in my 2nd Ed days, some of those proved to be really fun.

It force you to be on your toes alot more then usual.

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SLC, UT

08/16/2006 10:39 PM  
I've been a storyteller for various LARPs for years, so running off the cuff comes naturally to me. Oddly enough, I'm most comfortable running completely scripted modules (i.e. Red Hand of Doom) or running completely unwritten/unplanned adventures. Usually, when running published adventures, I tend to play around with things, swap monsters, add traps and puzzles, etc. all on the fly, so no two trips through a published adventure ever play out the same (my group has been through the Sunless Citadel three times, and each time resulted in completely different encounters/role-play/etc.


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scruffydude7
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Rock Hill, SC

08/16/2006 10:49 PM  

I have never run a published adventure so naturally my players take me by suprise often. I am forced to improvise often in my campaign. I'm no master of improvisation but I can usually at least keep things rolling, and it often results in very memorable, fun situations.


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yack
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Ottawa, Canada

08/17/2006 4:27 AM  
You have too always do a little improv...its part of being a DM. You have no idea what the players are going too throw at you. I'm running RHOD but changed it enough that is no real rush and then threw Fields of Ruins in the mix..for now anyways. I always change something like zenthrus stated. I don't think I have ever ran the adventure word for word.

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08/17/2006 9:21 AM  
I assume that all DMs do some measure of improvisation, and that you question is who plays entire sessions of improvisation.

Myself, i've tried it a few times, by choice or obligation (i.e. the players go in a completely unexpected direction). I can deal with it, but i find that my games are more interesting when prepared. There will be more details about the environment, more depth to the plot, more stuff happening all at once, and so on.

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stonefro2000
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08/19/2006 5:41 PM  
It's an important tool to have in your bag of holding. (just like the staff of player smiteing) I had one session where the players decided to not go on the adventure I had planed for them and go fishing instead. So now I could let them go fishing and just say "Ok your fishing." not a lot of fun, eh? Or I could throw an adenture revolving around the fishing trip. So they ended up fighting "JAWS"  Granted there was a little bit of "cheese" but we still talk about this session today. some times the most fun you have, is the adventure you had to pull out of your @$$

but you should not rely totaly on improv adventures. a little planing can go a long way. even if it's only jotting down monster stats.

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River City

08/20/2006 7:58 AM  
In general when working on an adventure or a campaign my approach is to improv because no matter what you plan for the PC's will come up with something completly unexpected. I know I do when I'm a player.

The key that works for me is first laying down a good foundation of where the PC's begin so they have a solid place to start from. And then myself I have an idea of what the final encounter or climax will be.

What happens in between those two to join them together is more or less irrelavant. I throw various leads and red herrings at the PC's and let them decide how they want to proceed, each session adjusting things based on the last to bring us closer to the end goal.

By improving I can chose what monsters feel right for an encounter, if the PC's are getting two lucky add extra encounters, if they're getting beat up to badly pull back on things.

Plus when you improve you give players a lot of freedom to engage in the story. There's nothing most players hate more than the feeling they're being drug through some prescripted adventure where whatever they do doesn't realy effect how the ultimate outcome will be.
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