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

Then just occasionally get weird.

"There's a door. Do you lick it?"

@gloriouscow β€œCan I lick it?”
β€œYes you can!”
@mauvedeity What do you roll to see how well you lick it?
@gloriouscow save vs. Dexterity, I should imagine. I am unsure of what happens if you roll a natural 20 though.
@mauvedeity an argument could also be made for either charisma (style) or constitution (splinters?)
@gloriouscow had just thought of the save vs Constitution as well! Perhaps if you make the save, the door unlocks.