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Oct 23, 2020 at 21:53 comment added Blaze A fine answer! It sparked in my head a slightly different wrinkle to pass on the info: eavesdropping. Nobody is slipping the PCs hard hints directly. They're twiddling their thumbs in the pub or somewhere and some obvious adventurers go by, arguing. "You tell that halfwit that he is going to have to wait, because I am NOT going into the Land of the Knee-Walking Turkeys without a full arsenal of magic scrolls! They saved our lily-white behinds before and I'm going to buy all they have in stock!" 1) What's this? Scrolls?? 2) Better hustle, because that dude is going to get them all!
Aug 14, 2020 at 9:26 comment added Alexander Betts Thanks! I totally agree that that creativity is hard, especially on the fly, and it takes a lot of practice. One book I found particularly helpful is "Return of the Lazy Dungeon Master", which describes a minimalist approach to session planning. One great piece of advice there is to make a short list of pieces of important information the PCs might learn, without tying it to particular NPCs or places. I can look at this list mid-session and, if I've forgotten to give the party some important information, I can then think about how best to work that into the game.
Aug 14, 2020 at 6:19 vote accept ggutenberg
Aug 14, 2020 at 6:18 comment added ggutenberg I really love this answer. I think it's the right answer, but not necessarily attainable by all GMs, all the time (especially me). Creativity is hard.
Aug 10, 2020 at 13:32 comment added Alexander Betts I would add that working out exactly how much of a nudge to give is more of an art than a science. Different groups respond differently, so it may take several sessions to learn how your particular players respond to hints dropped in their direction.
Aug 10, 2020 at 13:28 review First posts
Aug 10, 2020 at 13:32
Aug 10, 2020 at 13:26 history answered Alexander Betts CC BY-SA 4.0