DeviantDiva
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64) Draw people in during the first few minutes of the game.
Every player in PFS is in love with their character. It's a fact. So have them give you a quick blurb about their PCs. As they talk, engage with them. As ask some questions and try to find out more about their characters. Not about the builds per say, but also about their backstory. Why did they choose that faction? Where did their character get that eyepatch? Identify something unique about each PC then during the introduction, use what they have given you to bring them in.
For example, if your game starts in Osirion, use the Osirion pathfinder as your starting point. To that character: "you are doing X, Y, and Z, as is normal for your character, when you receive a missive from the Society. It instructs you to find PCs 1, 2, and 3 and meet up at the local lodge for your mission." I pulled this one a couple weeks ago and got to sit back for five minutes while my players talked about how they met each other before the meeting.
65) After you have their attention, don't give it back.
Remember each persons PC in deeper detail than a name or class, and come back to those things you learned in character introductions throughout the game. It will keep them engaged. If you have a goblin PC that wants to be a king, play off that when they find a crown, scepter, and throne throughout your game. Make them want that throne.
If they are talking through your mission briefing, they aren't paying attention to the story or to you. Get them to pay attention. For example, when I give a briefing, I try to be in character for it. If Ambrus Valsin sees the pathfinders gathered before him squabbling over what scrolls to bring while he's in the middle of speaking, you can bet he starts yelling at them to pay attention! Sometimes I scare the occasional player when I yell at them in my deepest voice that being burned to death by goblins is no joke. Depending on how much you commit to the RP, you may need to clarify shortly...
I so heart this! <33
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66) Grant PC's a chance to respond in surprise rounds. It makes them happy to be able to act and doesn't give NPC's the 100% ambush chance. This might seem normal, but some GM's tend to forget this.
67) Similar to Mortika's advice for Initiative rolls, take 10 always on Stealth checks from monsters. A simple 10 + Stealth modifier bonus gives you quick Perception DC for surprise round.