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

As a GM, if you have time, props are awesome. Even simple ones. Write out the note they find. If you don't have parchment, drip a bit of water on paper and dry it out in an oven. Gets a nice crinkly texture.

Need a wax seal? Cut a potato in half, carve a design, use regular melted candle wax, and press the potato to it.

The look on the players faces when you bring out even simple physical props is magic.

Players: build a character around a flaw. Easy way to have built in goals.

@pseudonym @alice

Second the props: As a GM, I once drew a map, including the burned edges and crumpled paper.
That alone was very well received...
...but when they flipped over the map, they saw scrawled notes by the previous map owner. Including inventory management and hastily scrawled last will and testament.

As a player, in a one shot competition DnD, my most inspired move ever was to avoid the party forced to engage city guards by tossing a bag of gold coins into the air at the market square...
"Think outside the square"
Another example of that was re-routing a small stream and redirecting it into the dungeon drowning everyone in it.
GM was not happy.