Page 1039 - Recap Reduction

17th Mar 2018, 6:00 AM
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Recap Reduction
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Newbiespud 17th Mar 2018, 6:00 AM edit delete
Story time! Any stories about a "trademark" of your GMing/playing style, omnipresent to the point where people notice its absence?


BackSet 17th Mar 2018, 6:10 AM edit delete reply
Oh look. I is first. That never happens. Ever.
Guest 17th Mar 2018, 11:27 AM edit delete reply
And you squandered it.
Hankroyd 18th Mar 2018, 11:25 AM edit delete reply
Never happens ever ... Whoaa, you must be one very unlucky guy ...

Crazy Tom 17th Mar 2018, 6:40 AM edit delete reply
Crazy Tom
My players always know my campaigns have a ton of setting behind them. Usually when I GM, I spend days or even weeks fleshing out the setting. Then I give the players a pretty open-ended quest to complete, and it's always a blast to see how they go about it.

I am also known for using the same world for my campaigns- so things will usually carry over between games. Sometimes the players will meet their old characters as NPCs and see how far they've come.

Also I GM'd a campaign for seven years, which was fun.
SilverShadow4 18th Mar 2018, 11:11 PM edit delete reply
All but the last sentence is me. That last part is my end-goal: a campaign that runs for a very long time without falling apart.

I've built my own world that's still mostly under construction but it's been functional enough to run campaigns in before. I give a fairly open quest that encourages exploration and travel and then the campaign usually starts with one or more of the PCs getting involved with brothels, drugs, arson, murder, and/or getting chased out of town. The last campaign I ran started with all but the murder and chasing, those came in session 2 lol
Wrat 17th Mar 2018, 7:42 AM edit delete reply
Our DM took one look at the picture of a yeti in the MM, and fell in love with it. Now, not a single session goes by without fighting at least one yeti.
DuoScratch 17th Mar 2018, 7:58 AM edit delete reply
One of my trademarks is that I tend to just make my own monsters, based on what i want them to encounter at the time. They're always tailored to the group's CR, and perfectly beatable, but a touch challenging...but not in the bad way. Sometimes though, I don't have time if a background, or set piece took too much time, and just use some MM baddies, and that never goes unnoticed. I usually get a bunch of "Is everything okay; Is something wrong," questions. XD
Jennifer 17th Mar 2018, 8:05 AM edit delete reply
Wait, don't we get to hear how the party has leveled up? Or does that come later?
FanOfMostEverything 17th Mar 2018, 3:06 PM edit delete reply
Possible case of Chekhov's Character Sheet. If they don't showcase their new abilities as they bring Ponyville back under at least temporary control, they'll probably unveil them come the third act. (Or, in Fluttershy's case, the second. "Screw it. You're dominated because reasons.")
albedoequals1 18th Mar 2018, 7:32 AM edit delete reply
Chekhov's gun is something you see at the start that becomes important later. Describing something when you use it is the opposite of that.
BackSet 18th Mar 2018, 8:05 AM edit delete reply
Maybe they did it off screen. After all, it's kind of boring sometimes.
DeS_Tructive 17th Mar 2018, 8:07 AM edit delete reply
I always use a title song to let the players know we're starting, followed by the number and title of the episode and a short monologue that is somehow tied to the theme or title of the episode.
This is so unique to our superhero setting that my players are always moderately confused if I run something else and start the game differently.
emmerlaus 17th Mar 2018, 8:49 AM edit delete reply
In our Legend of the FIve RIngs game, I joked around in starting the roleplay : " Last time, In Rokugan: " and finished with " Will our hero prevail? Find out in this session of Legend of the Five RIngs! "

It was to the point where the GM would ask for me to do it everytime. When I didn't feel like it, he would do it himself. So I basicly installed a trdition for that particular roleplay system. XD
rem 17th Mar 2018, 6:27 PM edit delete reply
I ran a sci fi game where the heroes and the NPCs were on an ark ship that was on the run from an alien menace that were planning on using the humans to fuel their ship. Every session I ran, I started the session with, "When we last left off the aliens had captured you and were about to sacrifice you to their god-ship."
Except for the last session, because the previous session HAD ended with them about to be sacrificed to the alien god-ship.
It threw off everyone in the party, and made them uncomfortable.
Novice DM 17th Mar 2018, 6:59 PM edit delete reply
Maybe not quite omnipresent, but my players have noted my extraordinary fondness for the D&D naga as a monster as we've played D&D 5e. Their first adventure was Against the Cult of the Reptile God, featuring the spirit naga Explicitica Defilus, and since then in other campaigns they've also encountered a guardian naga, a bone naga, and a homebrewed dark naga. I've also homebrewed and showed off to them stat blocks for a lunar naga and a nagahydra.

Hm... maybe this is more omnipresent than I expected. XD
BackSet 18th Mar 2018, 8:06 AM edit delete reply
Hmm... I wonder... Are they all gonna fail they're will saves or will they have no choice...
Hankroyd 18th Mar 2018, 11:29 AM edit delete reply
Well ... Mine is 'mission'. Character work for an organisation and are given mission, with rewards and punishment given given how well the mission was done or failed.
I suck at plot hook, so it help (and doesn't prevent the players to do everything but what I expected.).
SongCoyote 18th Mar 2018, 12:44 PM edit delete reply
For better or for worse, my games tend to have a lot of "grey area" stories, where it's hard to tell whether the characters are doing the "right" thing. I happen to like moral quandaries.

Oh, and it's a rare campaign that doesn't have at least one succubus or other sex-themed encounter or recurring character. I'm a bit fond of including sensuality in my stories XD
Digo Dragon 19th Mar 2018, 6:30 AM edit delete reply
Digo Dragon
With the old local group I used to game with, my trademark style was that after the PCs complete a RP-heavy emotional arc in the campaign, the next session was always a completely silly one played for laughs and often involving food. And yet such silly sessions manage to remain canon to the campaign, though often are left unspoken in a "Let's not talk about this one ever again" way.

Best ones I remember--
"Night of a Million-Zillion Kobolds", where the PCs had to track down a kobold war party that raided a village. The kobolds went and hid in a tomb full of death traps. And proceeded to trip over every trap for the amusement of the players. The session was probably the most I've ever LARP'd out kobolds getting flung into basketball nets (and the PCs scoring 2 XP per shot).

"Adventure City's Dungeon-lypics" was an annual event at the capital city where anyone can sign on as a group to compete for the title of Best Dungeon Crawling Team. The dungeons were some of the silliest designs, filled with graffiti'd animated furniture that wanted to be cleaned, gelatinous cubes that can dance, dryads who were hired to pretend to be evil miniboss monsters (and bad at acting). The final dungeon level was an ancient red dragon with asthma. He didn't fight, he just told some boring old story from his glory days. If at least 50% of the team didn't fall asleep to the story, they won the gold prize. The PCs barely made the Will saves vs. bordom (note I never actually called for a saving throw, it was RP. But I did write out a boring two-page story to read out to the players).