Hey #Tabletop #RPG folx! I have an #AskFedi for ya!

GMs: What is your top tip for running good games (that *hasn't* been mentioned yet)?

Players: What's something your GM has done to make the game awesome that you wish more GMs would do (that *hasn't* been mentioned yet)?

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I'll start (with one of each).

As a GM, I use the 3-act play / 5-room dungeon style as often as possible. It keeps things tight, makes for satisfying progression, and can be scaled to work for almost anything.

As a player, I was shocked the first time a GM of mine rolled some dice and said "you hit, and it takes Blorp out of the fight, what does that look like?". Every GM I'd had previously would've just said "you kill Blorp". That one question has made playing characters *feel* so much more epic.

@alice Ask leading questions. Specifically, when presenting a scene, phrase it so that they players can just say yes as much as possible.

For example:

πŸ˜’ βœ‹ "There's a door. What do you do?"
😏 πŸ‘‰ "There's a door. Do you open it?"

@jenniferplusplus @alice This may be just me, but I don't like closed/limited options or it's not like real life. What about if I want to examine the door, ignore it, if there's a key, can I lock it, etc. Is there anything written on the door? Life isn't a series of simple yes/no options and I quickly get bored with games/surveys that treat it like that. Sorry, not trying to be awkward and I understand how your suggested terminology may help things along, but personally it puts me off interacting with anything written like that.

@Prichy @jenniferplusplus @alice

I didn't get the impression that was a limited option. "No, I'd like to inspect it first" would seem to be perfectly reasonable answer.