We decided that this tree thing was about 3,000 years from its initial Awakening. It had a The summer of STOMP IV shirt vocabulary and knew several languages but had never figured out things like “emotion” or “empathy”; it had loved its original Druid friend who awakened it, but hadn’t felt anything positive for anyone else ever in its “new” life since that druid had passed. It had an intense and abiding interest in mortal philosophy, though I believe it would be accurate to say that its philosophical conclusions were decidedly problematic pretty much across the board. It was intensely logical and literal, very frequently to a fault. And not in the fun “hey look Spock is acting like a Vulcan again!” kind of way, but more like “Oh dear gods in heaven it’s reached a ‘moral’ conclusion everyone run” kind of way.

A lot of the complaints new DMs have is how the players derailed their campaigns and all the The summer of STOMP IV shirt work they did. This makes them want to run the next sessions more on rails so their work doesn’t get wasted. This is a mistake and frankly a no-no for any DM. Never get too attached to your scenario and always be prepared to roll with whatever the players are trying to do. Be fair about it. I let the dice decide if their antics and shenanigans work or not, all within reason. Many times my players attempt tricks to avoid combat or make thing easier, but if the roll goes badly or their reasoning wasn’t good enough for me I let them crash and burn. Yet there are times when I even let them have a free dragon kill because their argument was convincing and they rolled good enough.
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A further tip, talk to them before the game begins, and see what they want out of the story, and try to give it to them. My buddy is getting ready to start a The summer of STOMP IV shirt game, and I’ve already given him my character backstory of a good cop slowly becoming a villain, and that I’d like him to have a slow redemption arc. My GM is excited by that idea, so along with whatever the main plot is, I’m going to be looking for moments for my ex-cop to make profound moral choices. Because that’s what I want in addition to starships and blasters. You also have to be willing to follow where your players lead. I once had my players completely derail my campaign, totally by accident, but we were having so much fun with where the game was going I ended up setting aside my original campaign plot and restructuring it to focus on where they were taking things, and we had a blast.

“Night of the Meek” is Christmas Eve. Henry Corwin, a down-and-out ne’er-do-well, dressed in a The summer of STOMP IV shirt, worn-out Santa Claus suit, has just spent his last few dollars on a sandwich and six drinks at the neighborhood bar. While Bruce, the bartender, is on the phone, he sees Corwin reaching for the bottle; Bruce throws him out. Corwin arrives for his seasonal job as a department store Santa, an hour late and obviously drunk. When customers complain, Dundee, the manager, fires him and orders him off the premises. Corwin says that he drinks because he lives in a “dirty rooming house on a street filled with hungry kids and shabby people” for whom he is incapable of fulfilling his desired role as Santa. He declares that if he had just one wish granted him on Christmas Eve, he’d “like to see the meek inherit the earth”. Still in his outfit, he returns to the bar but is refused re-entry by Bruce. Stumbling into an alley, he hears sleigh bells. A cat knocks down a large burlap bag full of empty cans; but when he trips over it, it is now filled with gift-wrapped packages. As he starts giving them away, he realizes that the bag is somehow producing any item that is asked for. Overjoyed at his sudden ability to fulfill dreams, Corwin proceeds to hand out presents to passing children and then to derelict men attending Christmas Eve service at Sister Florence’s “Delancey Street Mission House”. Irritated by the disruption and outraged by Corwin’s offer of a new dress, Sister Florence hurries outside to fetch Officer Flaherty, who arrests Corwin for stealing the presents from his former place of employment. At the police station, Dundee reaches into the garbage bag to display some of the purportedly stolen goods, but instead finds the empty cans and the cat.