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	<title>Comments on: Signposts: &#8220;This is important&#8221;</title>
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		<title>By: John G.</title>
		<link>http://www.gnomestew.com/gming-advice/signposts-this-is-important/comment-page-1#comment-4848</link>
		<dc:creator>John G.</dc:creator>
		<pubDate>Sat, 14 Mar 2009 15:23:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=127#comment-4848</guid>
		<description>...and now I see that Martin covered that idea several years ago. D&#039;oh!

So I&#039;ll clarify: Magic items on file cards are signposts because...

1. It tells the players, &quot;magic / custom items are rare,&quot;
2. It tells the players, &quot;magic / custom items are really important,&quot;
3. It conditions the players to start drooling like Pavlov&#039;s dogs whenever they see item cards. :)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;4848&#039;,&#039;John G.&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>&#8230;and now I see that Martin covered that idea several years ago. D&#8217;oh!</p>
<p>So I&#8217;ll clarify: Magic items on file cards are signposts because&#8230;</p>
<p>1. It tells the players, &#8220;magic / custom items are rare,&#8221;<br />
2. It tells the players, &#8220;magic / custom items are really important,&#8221;<br />
3. It conditions the players to start drooling like Pavlov&#8217;s dogs whenever they see item cards. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>By: John G.</title>
		<link>http://www.gnomestew.com/gming-advice/signposts-this-is-important/comment-page-1#comment-4826</link>
		<dc:creator>John G.</dc:creator>
		<pubDate>Fri, 13 Mar 2009 01:21:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=127#comment-4826</guid>
		<description>I tend to have very few magic items in my campaigns, so when I introduce them, I like to draw each of them on file cards (with the item&#039;s information on the back).

It lends real flavor to the campaigns, plus whenever the players see me handling a new file card, they get excited...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;4826&#039;,&#039;John G.&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I tend to have very few magic items in my campaigns, so when I introduce them, I like to draw each of them on file cards (with the item&#8217;s information on the back).</p>
<p>It lends real flavor to the campaigns, plus whenever the players see me handling a new file card, they get excited&#8230;
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/signposts-this-is-important/comment-page-1#comment-535</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Thu, 29 May 2008 17:01:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=127#comment-535</guid>
		<description>@Scott: Re: remembering what to signpost, I don&#039;t have any suggestions there. I wing it, which isn&#039;t terribly helpful. ;) I guess I wing it based on past experience as a player and a GM, so if I took something as a signpost in someone else&#039;s game, or observed my players doing the same, I file that away.

@Snargash: Good point about background music -- that&#039;s a great reinforcing tool.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;535&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Scott: Re: remembering what to signpost, I don&#8217;t have any suggestions there. I wing it, which isn&#8217;t terribly helpful. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  I guess I wing it based on past experience as a player and a GM, so if I took something as a signpost in someone else&#8217;s game, or observed my players doing the same, I file that away.</p>
<p>@Snargash: Good point about background music &#8212; that&#8217;s a great reinforcing tool.
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		<title>By: Snargash Moonclaw</title>
		<link>http://www.gnomestew.com/gming-advice/signposts-this-is-important/comment-page-1#comment-484</link>
		<dc:creator>Snargash Moonclaw</dc:creator>
		<pubDate>Wed, 28 May 2008 06:52:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=127#comment-484</guid>
		<description>Where time and space permits I like to use 3D card stock models as visual props - but throughout session and beyond simply localized tactical displays - to transmit that &quot;grasping the big picture&quot; matters. 
These can provide accurate tactical information should it be needed at some point, but that&#039;s simply a secondary, added bonus function - if the whole town (or most of it) is laid out, a fight in an alley can easily be grasped within a larger context before it begins. The inherent understanding of where the guard house is relative to that alley (which the characters can often be assumed have but players usually need to develop) for instance can have a big impact on how the players choose to deal with the encounter - possibly giving them reason to avoid combat. (Yeah the guy and his friends are a bunch of arrogant bullies who need to have their asses handed to them on a skewer, but we don&#039;t want to be caught successfully defending ourselves against the son of Lord so-and-so after his pet butt-monkey scurries two blocks to fetch the squad commander he bribes to keep in his hip-pocket. . .) 

Background music, if carefully selected, is a great signpost for setting tone/mood of a session. Many years ago I pulled my group into Ravenloft briefly. From the moment they arrived until they finally left, the only music was the soundtrack from Hell Raiser, a very moody orchestral work, played softly on repeat. By the end of the second session (it took three or four) Ravenloft was creeping them out as much as it should have been creeping out the characters, and the players felt as motivated and determined to escape as their characters were.


In accordance with Prophecy,

Have Fun, Play Well,
Amergin O&#039;Kai&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;484&#039;,&#039;Snargash Moonclaw&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Where time and space permits I like to use 3D card stock models as visual props &#8211; but throughout session and beyond simply localized tactical displays &#8211; to transmit that &#8220;grasping the big picture&#8221; matters.<br />
These can provide accurate tactical information should it be needed at some point, but that&#8217;s simply a secondary, added bonus function &#8211; if the whole town (or most of it) is laid out, a fight in an alley can easily be grasped within a larger context before it begins. The inherent understanding of where the guard house is relative to that alley (which the characters can often be assumed have but players usually need to develop) for instance can have a big impact on how the players choose to deal with the encounter &#8211; possibly giving them reason to avoid combat. (Yeah the guy and his friends are a bunch of arrogant bullies who need to have their asses handed to them on a skewer, but we don&#8217;t want to be caught successfully defending ourselves against the son of Lord so-and-so after his pet butt-monkey scurries two blocks to fetch the squad commander he bribes to keep in his hip-pocket. . .) </p>
<p>Background music, if carefully selected, is a great signpost for setting tone/mood of a session. Many years ago I pulled my group into Ravenloft briefly. From the moment they arrived until they finally left, the only music was the soundtrack from Hell Raiser, a very moody orchestral work, played softly on repeat. By the end of the second session (it took three or four) Ravenloft was creeping them out as much as it should have been creeping out the characters, and the players felt as motivated and determined to escape as their characters were.</p>
<p>In accordance with Prophecy,</p>
<p>Have Fun, Play Well,<br />
Amergin O&#8217;Kai
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/signposts-this-is-important/comment-page-1#comment-475</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 27 May 2008 15:46:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=127#comment-475</guid>
		<description>Group inertia contributes too.  If the last three campaigns have featured wise dragons as advisers who assign the group tasks, the group will probably expect the same when you introduce a friendly dragon in this game.  If you don&#039;t want them to fall into the same role, it&#039;ll take particular effort to get them out of the habit.

Signposts seem to be most important very early on.  The first session sets a lot of expectations-- which makes it particularly hard for me.  I&#039;m often trying hard to get everyone pointed in the right direction on the first night... but whatever we do that night seems to setup the flavor of the whole campaign.  It can be difficult to remember not to fall back into habit when you&#039;re furiously juggling...

Do you have good tricks for remembering what to signpost?  Or from recovering from bad assumptions earlier-- say, if you&#039;d used tactiles the first time, but wanted to get everyone away from tactical combats thereafter?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;475&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Group inertia contributes too.  If the last three campaigns have featured wise dragons as advisers who assign the group tasks, the group will probably expect the same when you introduce a friendly dragon in this game.  If you don&#8217;t want them to fall into the same role, it&#8217;ll take particular effort to get them out of the habit.</p>
<p>Signposts seem to be most important very early on.  The first session sets a lot of expectations&#8211; which makes it particularly hard for me.  I&#8217;m often trying hard to get everyone pointed in the right direction on the first night&#8230; but whatever we do that night seems to setup the flavor of the whole campaign.  It can be difficult to remember not to fall back into habit when you&#8217;re furiously juggling&#8230;</p>
<p>Do you have good tricks for remembering what to signpost?  Or from recovering from bad assumptions earlier&#8211; say, if you&#8217;d used tactiles the first time, but wanted to get everyone away from tactical combats thereafter?
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		<title>By: Troy E. Taylor</title>
		<link>http://www.gnomestew.com/gming-advice/signposts-this-is-important/comment-page-1#comment-473</link>
		<dc:creator>Troy E. Taylor</dc:creator>
		<pubDate>Tue, 27 May 2008 15:19:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=127#comment-473</guid>
		<description>I&#039;ve never thought of them as &quot;signposts,&quot; per se, but I&#039;ve always thought it important to make one clear signal before each session as to the tone/style/mood of the session&#039;s main encounter. A lot of your examples are exactly match many of the signals I also send. Signposts are indeed very useful GM tools.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;473&#039;,&#039;Troy E. Taylor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve never thought of them as &#8220;signposts,&#8221; per se, but I&#8217;ve always thought it important to make one clear signal before each session as to the tone/style/mood of the session&#8217;s main encounter. A lot of your examples are exactly match many of the signals I also send. Signposts are indeed very useful GM tools.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/signposts-this-is-important/comment-page-1#comment-471</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Tue, 27 May 2008 15:07:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=127#comment-471</guid>
		<description>Great example of how actions are far more important than words in getting your point across.  

And you make a very good point that you only get a few signposts per game; I gotta remember that.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;471&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Great example of how actions are far more important than words in getting your point across.  </p>
<p>And you make a very good point that you only get a few signposts per game; I gotta remember that.
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		<title>By: Sektor</title>
		<link>http://www.gnomestew.com/gming-advice/signposts-this-is-important/comment-page-1#comment-468</link>
		<dc:creator>Sektor</dc:creator>
		<pubDate>Tue, 27 May 2008 11:00:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=127#comment-468</guid>
		<description>I never thought of it as such, but I guess you can call it a signpost: whenever I want the game to be played with some level of seriousness (that is, not every moment in the game is fit for jokes), I interpret all comments made by the players to be in-game talk, and have my NPCs react accordingly.

Unfortunately, this sometimes gives a negative reaction from my players: so I usually let them get away with it for once, but I warn them that the next time the &#039;signpost&#039; will stand.

Of course, if all the players want to do is joke around, while as a GM you hope on playing a serious session, there might be a problem. Either talk it out with your players, or switch to something else entirely (like poker or boardgames or something).&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;468&#039;,&#039;Sektor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I never thought of it as such, but I guess you can call it a signpost: whenever I want the game to be played with some level of seriousness (that is, not every moment in the game is fit for jokes), I interpret all comments made by the players to be in-game talk, and have my NPCs react accordingly.</p>
<p>Unfortunately, this sometimes gives a negative reaction from my players: so I usually let them get away with it for once, but I warn them that the next time the &#8216;signpost&#8217; will stand.</p>
<p>Of course, if all the players want to do is joke around, while as a GM you hope on playing a serious session, there might be a problem. Either talk it out with your players, or switch to something else entirely (like poker or boardgames or something).
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