One of the best #gmtips I can share is: signal trouble before it hits, and allow PCs to choose how to react. This simple technique enriches the game in so many ways I can’t fit them all in 280 characters, so I’ve included examples in the thread. #ttrpg #rpg #dnd #dnd5e #dmadvice
Stealth: don’t default to combat on a failed check, but say: “the guard stops in his tracks, thinking he may have heard something”. Give the PC a chance to bluff, threaten, or fight their way out of trouble – their choice.
Wandering monsters: again, don’t default to combat, but tell the PCs they hear / see / smell something approaching, and allow the players to choose how to react. Hiding, bargaining, deception, or combat are all valid options, but it’s the players’ choice.
Traps: Instead of having the outcome of a triggered trap depend entirely upon the PC’s save, add an element of choice. “The tile in the floor clicks, and you hear gears turning behind the wall – what do you do?” Give (dis)advantage to the roll, based on the player’s choice.
Summary:
1)Added layers of (meaningful) choice increase player agency
2)This sparks creativity, leading to memorable scenes
3)You can put the characters in dangerous situations, and the players will feel like heroes for surviving.
4)PCs don’t die because of one stupid roll.
1)Added layers of (meaningful) choice increase player agency
2)This sparks creativity, leading to memorable scenes
3)You can put the characters in dangerous situations, and the players will feel like heroes for surviving.
4)PCs don’t die because of one stupid roll.