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ShadowLord XT Commander
 2618 Posts



 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. | | Disipline is the only way to overcome chaos. Champion of Half-Golems Knight of Golems "This world is made for love and peace" - Trigun "anyway..shadow..you've figured women out. KUDOS." - raye_kino16 | |
| gss_000 Commander
 3204 Posts



 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.
| | Completed trades: blackthorne, Drakkengi,Thorgrin, Ironfist Boulderbender x2, ckissee, nasamonkey, Username, Star, Ace13 x3, emontedodger x2, Drconveyor, church, Joeyb, Sir Bozak The Damned, Xeromod, the other guy x2, Qucalion of Celene, Dagaron x2, berus316, qillan_dvra, AshloreDarkShadow
For further info go to My Reference Thread and Trade Interface
Champion of Radiant Sevant | |
| Talistran Warrior
 310 Posts




 | | 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. | | Fun little game...
http://www.mgcluster.net/?ac=vid&vid=11028679ac=vid&vid=11028679 | |
| maijstral Underboss
 2105 Posts



 | | 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. | | | |
| Monsoon28 Underboss
 2290 Posts



 Toronto
 | | 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. | | "I was sittin' here eatin' my muffin, drinkin' my coffee, replayin' the incident in my head, when I had what alcoholics refer to as a moment of clarity." - Jules Winnfield Sales/Trades Bad (1): Ironfist Boulderbender Trades/Sales completed (8.): Danthl, Dafrca, Garyaxe, qillan_dvra, realmaster, Vandal_Savage, cavedweller, unearthed arcana. Champion of Gem Dragons, VINDICATED Squire of Duergar Commander, Knight of the Astral Stalker.
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|  zenthrus Commander
 4590 Posts



 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.
| | Knight Warlord a.k.a. Commander (#32) in only 6 months. Where's my pie? Champion of Dwarven Thunderlashers Knight of the Large Dire Chicken Have/Want List Trade References | |
| scruffydude7 Underboss
 1196 Posts



 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. | | Champion of the Revenant Knight of the Elf Duskblade Complete Trades: Oni, Kidkach, Melrune, callidusx3 | |
| yack Commander
 3128 Posts



 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. | | Champion of the Peryton Vindicated Champion : Pit Fiend, Devourer ATG: Fog Giant DW: Duergar Priest RPG Only!!!! The Drumming Drunkn' DM | |
| Skyscraper Sergeant
 659 Posts



 Montreal
 | | 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.
Sky
| | The wise man doubts often. The ignorant, sometimes. The fool, never. | |
| stonefro2000 Sergeant
 465 Posts




 | | 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.
| | "Well maybe Mr. T hacked the game and created a Mohawk class! Maybe Mr. T is handy with computers! Had that ever occurred to you Mr. condescending Director!" | |
| jacksonm Warlord
 5560 Posts



 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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