DM: So Twilight is generally keeping an eye on Cadance?
Twilight Sparkle: Mmhmm! ...After I finish with these snacks.
DM: Where might Cadance be going, then?
Princess Cadance: Eventually, I'd be making the rounds of all the wedding prep. Starting with... let's say the caterers.
DM: Sounds good. Let's say at this point everyone's had time to at least get settled into their roles. Naturally, with things like the catering and decorations, there are already teams working on them and you're just joining to help. But it's hectic enough and you're all capable enough that you can easily take charge of your respective operations, with their gratitude.
Applejack: So Ah'm runnin' the kitchen? Good way to keep me distracted, Ah suppose.
DM: Would you rather not?
Applejack: Ah don't mind bein' a team player an' coverin' a base. After all, somepony oughta be on the lookout for poisonin' attempts.
DM: ^I hadn't thought of–^ I mean yes, good idea.
There is at least a 25% chance that I'm the same keybounce doing Darths and Droids.
(This will make a lot more sense when you see Sunday's comic and commentary).
Oddly, there are a LOT of people with my last name, and even my full name. It's not the most common spelling of the name. But "Keybounce"?
I've seen one author on an amazon writer's forum. There's a retired engineer with a mechanical engineering blog. I think I've seen one other. And myself, I trace back to a TRS-80 model 1.
It's much, MUCH easier to find stuff about/dealing with/from me by "keybounce" than by my real name. Heck, I can't get Google to show ANYTHING about me by name.
My DM’s best method of getting horrifying stuff was to let me guess at what’s going on, say that wasn’t what was happening, but my version was more messed up so he’s using it instead. Really wore thin after awhile and I learned to just shut up
The reason I went with "trot" instead of"gallop" was how the term sounded. In Shadowrun, you are known as a Runner. So for the pony term, it sounded better to be a "Trotter" than a "Galloper", as Trot had the same syllable count and rolls better off the tongue.
And when your players' ideas aren't better than your own, let them think they're right for as long as possible anyway. The most convincing red herring is the one the players made themselves.
The trick to giving a DM better ideas than they already had, is that you hopefully already know how to deal with the idea you came up with before suggesting it.
Plot twist: the quest giver isn't a devil, that's actually the guy they were dealing with. The quest giver just really, really wants to sell their soul and is extremely disappointed that nobody would buy it.
It was great. We had to go kill a diabolist that was killing his own subjects and enslaving the rest. But the quest giver totally was a devil. It’s right up there with “We suspect there are undead spies within-“
“Channel energy.”
“…I hate you.”
The quality of souls isn't what it used to be, and the supply is much larger than the demand! You got to know the market. Currently virgins and bees are in high demand.
My DM style literally runs on this concept... I am a extremely reactionary DM, and I always drop my plans and steal the best theory my players have made.
Makes me look like a good DM, and let's the players think they're smart and figured it out.
Back in the day, the rest of the party used to glare at me -- as I was the one that kept proposing hypotheses that were worse than the GM had planned.
Of course, I was also the one who proposed the party should negotiate with the current monster blocking the route into the dungeon. It was a sphinx chained at a juncture in the sewer system. Really -- a fastidious part feline chained in the muck? I was sure that we could talk it into letting us free it, in return for it letting us then pass inwards (and it could then leave the sewers for somewhere sunny and dry)
Unbelievably pleasing bits of knowledge are given here. Much appreciation to you to such an extent. Keep up the exhibits of attentiveness.
http://www.escortsdubai.org/
Say it with me, DMs: Always steal your players' ideas.