Timeline for My players are jumpy, how should I encourage more exploration?
Current License: CC BY-SA 3.0
7 events
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Jun 16, 2020 at 10:23 | history | edited | CommunityBot |
Commonmark migration
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May 5, 2017 at 22:02 | comment | added | Tony Ennis | @Sh4d0wsPlyr playing the dice as they are rolled is the DM equivalent of "my guy" syndrome. When your players stumble into the over-challenging encounter, they're probably dead. See the Yakk's answer to help the party avoid this. | |
May 5, 2017 at 21:06 | comment | added | Sh4d0wsPlyr | Its also worth mentioning @NautArch that I do reward them for overcoming a challenge. A good example being if they are a party of level 5 and wander into an area with CR8's and decide not to heed the warnings, but due to the extreme cautious nature of the party survive and find the rewards, they are rewarded based on that content (generally meaning also, that my parties are well geared due to this). I also occasionally give additional loot/benefits on the side to help promote this as well. Although I should mention - no punches pulled so everything is by the dice/rolled. | |
May 5, 2017 at 18:45 | history | edited | Robert | CC BY-SA 3.0 |
capitalization error
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May 5, 2017 at 17:43 | comment | added | NotArch | @Karelzarath It isn't really a pure carrot/stick, but it's the idea that an action (or non-action) results in not-fun. That's the stick :) | |
May 5, 2017 at 17:41 | comment | added | Karelzarath | I hadn't considered this as "carrot vs stick" so much as "GM likes to challenge his players vs players want to keep their characters alive". Interesting perspective. | |
May 5, 2017 at 17:39 | history | answered | NotArch | CC BY-SA 3.0 |