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	<title>Comments on: Four Ways to Make Your Players Happy</title>
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		<title>By: Reddo</title>
		<link>http://www.gnomestew.com/gming-advice/four-ways-to-make-your-players-happy/comment-page-1#comment-6486</link>
		<dc:creator>Reddo</dc:creator>
		<pubDate>Thu, 02 Jul 2009 03:26:33 +0000</pubDate>
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		<description>Thaaaaaank you thank you thank you! THANK YOUYOUYOU!

I must say that making props may work MUCH better than most people will realise. I&#039;m am totally not artistic and won&#039;t be able to make anything nice, even when using &quot;choose and use&quot; programs. But then I said &quot;Oh, whatever!&quot; and made maps for almost every scene we would run into and little small characters for each of the players. 
Even though they were simple and not that nice, they were the best I could offer and everyone loved them just because I made them after their characters...

It&#039;s like saying &quot;I like your character, please keep it up&quot;, that&#039;s why players will like whatever you make. They know you had to put some effort into it.

And I haven&#039;t even gotten to how it makes every session more fun! Having that map and those character pieces over it makes the job of understanding what&#039;s happening much easier, and then they can all focus on what to do... Having more fun while at it!

I still have to find what I&#039;m good at when GMing, though &gt;.&gt;. Great post, thank you!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6486&#039;,&#039;Reddo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Thaaaaaank you thank you thank you! THANK YOUYOUYOU!</p>
<p>I must say that making props may work MUCH better than most people will realise. I&#8217;m am totally not artistic and won&#8217;t be able to make anything nice, even when using &#8220;choose and use&#8221; programs. But then I said &#8220;Oh, whatever!&#8221; and made maps for almost every scene we would run into and little small characters for each of the players.<br />
Even though they were simple and not that nice, they were the best I could offer and everyone loved them just because I made them after their characters&#8230;</p>
<p>It&#8217;s like saying &#8220;I like your character, please keep it up&#8221;, that&#8217;s why players will like whatever you make. They know you had to put some effort into it.</p>
<p>And I haven&#8217;t even gotten to how it makes every session more fun! Having that map and those character pieces over it makes the job of understanding what&#8217;s happening much easier, and then they can all focus on what to do&#8230; Having more fun while at it!</p>
<p>I still have to find what I&#8217;m good at when GMing, though &gt;.&gt;. Great post, thank you!
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		<title>By: dccarles</title>
		<link>http://www.gnomestew.com/gming-advice/four-ways-to-make-your-players-happy/comment-page-1#comment-6109</link>
		<dc:creator>dccarles</dc:creator>
		<pubDate>Thu, 28 May 2009 19:09:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3045#comment-6109</guid>
		<description>One technique I&#039;ve used to some success is the Cut Scene.  I write up some NPC dialogue/action (which the PCs may never see in character) and have the players perform it by reading our the lines.

It works best, I think, if you add one or more tricks:
* The context of Cut Scene makes no sense to the players at the time, but becomes clearer over the course of time (example: two distant NPCs talk about the torrid past of an unnamed character, who is revealed to be someone the PCs already know during play)

* The Cut Scene reveals gives otherwise expendable NPCs some depth (e.g., the bad guys debate what to do about the PC onslaught, acknowledging their mistakes and reacting like round rather than flat, characters)

* The Cut Scene foreshadows something Truly Dire (e.g., aforementioned bad guys conclude with &#039;We need to call a cleaner&#039; or &#039;institute Plan Omega&#039;.)  

* The players have some choice in what the NPCs they are obstensibly playing do.  It&#039;s easy enough to restict this to a pick A, B or C option.)  This works best if they know the NPCs well and the GM is willing to prepare multiple story forks.  (Another example: the player can choose whether or not the corrupt chancellor either tries to frame the PCs for his own misdeeds or eliminate the witnesses.)

--Devin Carless&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6109&#039;,&#039;dccarles&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>One technique I&#8217;ve used to some success is the Cut Scene.  I write up some NPC dialogue/action (which the PCs may never see in character) and have the players perform it by reading our the lines.</p>
<p>It works best, I think, if you add one or more tricks:<br />
* The context of Cut Scene makes no sense to the players at the time, but becomes clearer over the course of time (example: two distant NPCs talk about the torrid past of an unnamed character, who is revealed to be someone the PCs already know during play)</p>
<p>* The Cut Scene reveals gives otherwise expendable NPCs some depth (e.g., the bad guys debate what to do about the PC onslaught, acknowledging their mistakes and reacting like round rather than flat, characters)</p>
<p>* The Cut Scene foreshadows something Truly Dire (e.g., aforementioned bad guys conclude with &#8216;We need to call a cleaner&#8217; or &#8216;institute Plan Omega&#8217;.)  </p>
<p>* The players have some choice in what the NPCs they are obstensibly playing do.  It&#8217;s easy enough to restict this to a pick A, B or C option.)  This works best if they know the NPCs well and the GM is willing to prepare multiple story forks.  (Another example: the player can choose whether or not the corrupt chancellor either tries to frame the PCs for his own misdeeds or eliminate the witnesses.)</p>
<p>&#8211;Devin Carless
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		<title>By: Cole</title>
		<link>http://www.gnomestew.com/gming-advice/four-ways-to-make-your-players-happy/comment-page-1#comment-5819</link>
		<dc:creator>Cole</dc:creator>
		<pubDate>Wed, 13 May 2009 14:32:40 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-5556&#039; rel=&quot;nofollow&quot;&gt;@Troy E. Taylor&lt;/a&gt; - Thank you for the reply.  Sometimes to make some players happy (including the GM), you have to kick other players out of the group.  That&#039;s what I have just recently done in my group.  The important lesson to me was:  The longer you wait, the worse it gets.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5819&#039;,&#039;Cole&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5556' rel="nofollow">@Troy E. Taylor</a> &#8211; Thank you for the reply.  Sometimes to make some players happy (including the GM), you have to kick other players out of the group.  That&#8217;s what I have just recently done in my group.  The important lesson to me was:  The longer you wait, the worse it gets.
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/four-ways-to-make-your-players-happy/comment-page-1#comment-5563</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Sun, 10 May 2009 16:07:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3045#comment-5563</guid>
		<description>&lt;a href=&#039;#comment-5561&#039; rel=&quot;nofollow&quot;&gt;@Troy E. Taylor&lt;/a&gt; - It turned out not to be that kind of dinner -- so still no compelling skill challenge. ;-)

We did, however, have one of those knife-edge, seat-of-your-pants combats that 4e is so damned good at delivering.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5563&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5561' rel="nofollow">@Troy E. Taylor</a> &#8211; It turned out not to be that kind of dinner &#8212; so still no compelling skill challenge. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>We did, however, have one of those knife-edge, seat-of-your-pants combats that 4e is so damned good at delivering.
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		<title>By: Troy E. Taylor</title>
		<link>http://www.gnomestew.com/gming-advice/four-ways-to-make-your-players-happy/comment-page-1#comment-5562</link>
		<dc:creator>Troy E. Taylor</dc:creator>
		<pubDate>Sun, 10 May 2009 15:26:08 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-5554&#039; rel=&quot;nofollow&quot;&gt;@Kurt &quot;Telas&quot; Schneider&lt;/a&gt; - 

Is free beer a prop?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5562&#039;,&#039;Troy E. Taylor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5554' rel="nofollow">@Kurt &#8220;Telas&#8221; Schneider</a> &#8211; </p>
<p>Is free beer a prop?
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		<title>By: Troy E. Taylor</title>
		<link>http://www.gnomestew.com/gming-advice/four-ways-to-make-your-players-happy/comment-page-1#comment-5561</link>
		<dc:creator>Troy E. Taylor</dc:creator>
		<pubDate>Sun, 10 May 2009 15:25:07 +0000</pubDate>
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		<description>Martin: Let us know how the skill challenge went.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5561&#039;,&#039;Troy E. Taylor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Martin: Let us know how the skill challenge went.
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		<title>By: Timon</title>
		<link>http://www.gnomestew.com/gming-advice/four-ways-to-make-your-players-happy/comment-page-1#comment-5560</link>
		<dc:creator>Timon</dc:creator>
		<pubDate>Sun, 10 May 2009 09:32:23 +0000</pubDate>
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		<description>Create tension and drama. That is what all these points are actually about. Move people into the setting and engage them by speaking to the unique skills and attributes of their characters, fleshing out the setting, using your voice, handouts, hats and performing animals to build suspense.

The best moment I had in GMing so far was in 3.5 for the group of 10-year-olds I run. The rogue had both hands inside the intricate, trapped lock mechanism and had to choose whether to pull the red vial of fluid out or the blue one. He was the only one doing anything, the rolls were already down, but the whole table had baited breath as he slowly pulled out a delicate vial of crimson fluid...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5560&#039;,&#039;Timon&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Create tension and drama. That is what all these points are actually about. Move people into the setting and engage them by speaking to the unique skills and attributes of their characters, fleshing out the setting, using your voice, handouts, hats and performing animals to build suspense.</p>
<p>The best moment I had in GMing so far was in 3.5 for the group of 10-year-olds I run. The rogue had both hands inside the intricate, trapped lock mechanism and had to choose whether to pull the red vial of fluid out or the blue one. He was the only one doing anything, the rolls were already down, but the whole table had baited breath as he slowly pulled out a delicate vial of crimson fluid&#8230;
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		<title>By: ben robbins</title>
		<link>http://www.gnomestew.com/gming-advice/four-ways-to-make-your-players-happy/comment-page-1#comment-5559</link>
		<dc:creator>ben robbins</dc:creator>
		<pubDate>Sat, 09 May 2009 23:38:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3045#comment-5559</guid>
		<description>Just to add a counter-point, &lt;a href=&quot;http://arsludi.lamemage.com/index.php/69/burning-spotlight/&quot; rel=&quot;nofollow&quot;&gt;spotlights are not always good.&lt;/a&gt; You may be inadvertently putting the player in the hot seat when they don&#039;t want the pressure.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5559&#039;,&#039;ben robbins&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Just to add a counter-point, <a href="http://arsludi.lamemage.com/index.php/69/burning-spotlight/" rel="nofollow">spotlights are not always good.</a> You may be inadvertently putting the player in the hot seat when they don&#8217;t want the pressure.
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/four-ways-to-make-your-players-happy/comment-page-1#comment-5558</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Sat, 09 May 2009 16:30:27 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-5549&#039; rel=&quot;nofollow&quot;&gt;@Troy E. Taylor&lt;/a&gt; - I like skill challenges in principle, but my group has only done a couple of them, and they weren&#039;t all that. I see the potential, though, and am hoping for a juicy one in tonight&#039;s game -- we&#039;re attending a dinner with nobles, which seems like a golden opportunity.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5558&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-5549' rel="nofollow">@Troy E. Taylor</a> &#8211; I like skill challenges in principle, but my group has only done a couple of them, and they weren&#8217;t all that. I see the potential, though, and am hoping for a juicy one in tonight&#8217;s game &#8212; we&#8217;re attending a dinner with nobles, which seems like a golden opportunity.
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		<title>By: Troy E. Taylor</title>
		<link>http://www.gnomestew.com/gming-advice/four-ways-to-make-your-players-happy/comment-page-1#comment-5556</link>
		<dc:creator>Troy E. Taylor</dc:creator>
		<pubDate>Sat, 09 May 2009 12:12:46 +0000</pubDate>
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		<description>Cole is on to something.

But for a GM, the trick is cultivating an atmosphere of support and sharing.

Maybe it&#039;s as simple as a GM simply asking his players for help with this, that, or the other. If the GM takes the first step to ask for help, then the players will stop assuming that they are there to be catered to.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5556&#039;,&#039;Troy E. Taylor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Cole is on to something.</p>
<p>But for a GM, the trick is cultivating an atmosphere of support and sharing.</p>
<p>Maybe it&#8217;s as simple as a GM simply asking his players for help with this, that, or the other. If the GM takes the first step to ask for help, then the players will stop assuming that they are there to be catered to.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/four-ways-to-make-your-players-happy/comment-page-1#comment-5554</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Fri, 08 May 2009 16:59:25 +0000</pubDate>
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		<description>Free beer (or wine for the Elves).  Because any social activity is more fun with a slight buzz. ;)

Seriously, the best way I know to engage the players is to find out what makes them tick.  Their character sheet may provide a clue, but if you can find a way to read the &#039;player sheet&#039;, then you&#039;re golden.  Get a peek at their likes/dislikes, the parts of gaming they like most (and least), and what they really want out of a gaming session.

This is not easy, especially in one-shots, con games, or the first few sessions of a campaign.  It requires some sensitivity and a willingness to ask for (and take) feedback.  Also, some players may change over time, with different genres, or even with different characters.  But once you know what your players want, you can play them like an orchestra.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5554&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Free beer (or wine for the Elves).  Because any social activity is more fun with a slight buzz. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Seriously, the best way I know to engage the players is to find out what makes them tick.  Their character sheet may provide a clue, but if you can find a way to read the &#8216;player sheet&#8217;, then you&#8217;re golden.  Get a peek at their likes/dislikes, the parts of gaming they like most (and least), and what they really want out of a gaming session.</p>
<p>This is not easy, especially in one-shots, con games, or the first few sessions of a campaign.  It requires some sensitivity and a willingness to ask for (and take) feedback.  Also, some players may change over time, with different genres, or even with different characters.  But once you know what your players want, you can play them like an orchestra.
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		<title>By: Cole</title>
		<link>http://www.gnomestew.com/gming-advice/four-ways-to-make-your-players-happy/comment-page-1#comment-5553</link>
		<dc:creator>Cole</dc:creator>
		<pubDate>Fri, 08 May 2009 16:01:32 +0000</pubDate>
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		<description>The GM is a player too.  A gaming group should work together so everyone is happy.  That is the problem right now with my group.  Some are just happy being catered to without giving anything back.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5553&#039;,&#039;Cole&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The GM is a player too.  A gaming group should work together so everyone is happy.  That is the problem right now with my group.  Some are just happy being catered to without giving anything back.
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		<title>By: deadlytoque</title>
		<link>http://www.gnomestew.com/gming-advice/four-ways-to-make-your-players-happy/comment-page-1#comment-5552</link>
		<dc:creator>deadlytoque</dc:creator>
		<pubDate>Fri, 08 May 2009 15:38:55 +0000</pubDate>
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		<description>It should be important to note, for the people who gave themselves low numbers n the system promiscuity scale yesterday, that there are actually systems out there that incorporate 2 and 3 into gameplay, so it becomes even easier. I&#039;m thinking particularly of games that use &quot;Aspects&quot; (or some variant) as a primary motive-force for the game: &lt;i&gt;Spirit of the Century&lt;/i&gt;, &lt;i&gt;Houses of the Blooded&lt;/i&gt;, &lt;i&gt;With Great Power...&lt;/i&gt;, and &lt;i&gt;Swashbucklers of the Seven Skies&lt;/i&gt; all leap to mind. There are also borderline cases like &lt;i&gt;Dogs in the Vineyard&lt;/i&gt; where there&#039;s still a great deal of GM prep, but the players will do everything they can to bring their character backgrounds into your story (because it gives them more dice!)

As far as props go, I have never been able to get the hang of them. I run with such a seat-of-the-pants, player-driven, improvisational narrative that usually making props beforehand would be completely meaningless.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5552&#039;,&#039;deadlytoque&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>It should be important to note, for the people who gave themselves low numbers n the system promiscuity scale yesterday, that there are actually systems out there that incorporate 2 and 3 into gameplay, so it becomes even easier. I&#8217;m thinking particularly of games that use &#8220;Aspects&#8221; (or some variant) as a primary motive-force for the game: <i>Spirit of the Century</i>, <i>Houses of the Blooded</i>, <i>With Great Power&#8230;</i>, and <i>Swashbucklers of the Seven Skies</i> all leap to mind. There are also borderline cases like <i>Dogs in the Vineyard</i> where there&#8217;s still a great deal of GM prep, but the players will do everything they can to bring their character backgrounds into your story (because it gives them more dice!)</p>
<p>As far as props go, I have never been able to get the hang of them. I run with such a seat-of-the-pants, player-driven, improvisational narrative that usually making props beforehand would be completely meaningless.
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		<title>By: LesInk</title>
		<link>http://www.gnomestew.com/gming-advice/four-ways-to-make-your-players-happy/comment-page-1#comment-5551</link>
		<dc:creator>LesInk</dc:creator>
		<pubDate>Fri, 08 May 2009 14:16:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3045#comment-5551</guid>
		<description>In support of using props (something I can always do more of myself), I want to point out that props can be several things -- a hat the DM wears while acting in character, a hand out of a map, a customized item with history description and picture on a 3x5 card, to a nerf gun handed to a player to act out a tense gun standoff scene (does he pull the trigger? you&#039;ll know with certainty if the choice is made).

I&#039;ve found that simple is fine.  Even a scrawl of a simple puzzle on a sheet of paper gets everyone involved.  So don&#039;t think you have to do much.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5551&#039;,&#039;LesInk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>In support of using props (something I can always do more of myself), I want to point out that props can be several things &#8212; a hat the DM wears while acting in character, a hand out of a map, a customized item with history description and picture on a 3&#215;5 card, to a nerf gun handed to a player to act out a tense gun standoff scene (does he pull the trigger? you&#8217;ll know with certainty if the choice is made).</p>
<p>I&#8217;ve found that simple is fine.  Even a scrawl of a simple puzzle on a sheet of paper gets everyone involved.  So don&#8217;t think you have to do much.
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		<title>By: Argalek</title>
		<link>http://www.gnomestew.com/gming-advice/four-ways-to-make-your-players-happy/comment-page-1#comment-5550</link>
		<dc:creator>Argalek</dc:creator>
		<pubDate>Fri, 08 May 2009 14:06:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3045#comment-5550</guid>
		<description>My problem is that what I&#039;m best at is evil monologues, which isn&#039;t much fun for players but tons of fun for me. I don&#039;t give myself the opportunity very often (for the sake of my players&#039; sanity and so it doesn&#039;t get stale) but when I do I relish the moment.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;5550&#039;,&#039;Argalek&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>My problem is that what I&#8217;m best at is evil monologues, which isn&#8217;t much fun for players but tons of fun for me. I don&#8217;t give myself the opportunity very often (for the sake of my players&#8217; sanity and so it doesn&#8217;t get stale) but when I do I relish the moment.
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