akr71
Hero
My group has a bit of a rotating DM thing going on and I'm due up again soon. My wife tells me that we will likely still be on-board a ship at sea unless we do something incredibly stupid (which is a distinct possibility). It is a group of five 5th level characters.
I've been the main DM and I want to encourage the players to take more control of the narrative rather than picking up the breadcrumbs I lay in front of them. That is, I don't want to be too railroady, but I'm finding that tough on board a ship. Sure they have the open ocean to explore, but if I don't nudge them, they'll just sail back to the mainland and hunker down in a tavern and wait for me to throw the next adventure at them.
Scenario A
A feels like I'm forcing a situation on them. B offers much more choice of RP and player agency. C keeps us busy for probably 2 or 3 sessions.
Thoughts?
I've been the main DM and I want to encourage the players to take more control of the narrative rather than picking up the breadcrumbs I lay in front of them. That is, I don't want to be too railroady, but I'm finding that tough on board a ship. Sure they have the open ocean to explore, but if I don't nudge them, they'll just sail back to the mainland and hunker down in a tavern and wait for me to throw the next adventure at them.
Scenario A
- a sea monster attacks the ship near a rocky reef off-shore of a large island
- I cobbled together a CR 6 monster with some Kraken-like abilities and called it a juvenile kraken
- fend off the sea monster before it destroys the ship
- if the ship is destroyed then some sort of skill challenge to get to shore safely
- how they do with the skill challenge determines how many crew members survive
- the same rocky reef and island
- a storm is approaching, the captain recommends on the leeward side of the point of land (the island)
- unknown to them, that same quiet cove is a hideout for a crew of slavers
- the slavers have them outnumbered, but most of the slaver crew is low-morale (looking for easy money, not wanting to give their lives to line some one else's pocket)
- fight vs overwhelming odds or surrender and hope to escape?
- a combination of A + B --> attacked, possibly ship-wrecked, likely taken prisoner by slavers - what do you do?
A feels like I'm forcing a situation on them. B offers much more choice of RP and player agency. C keeps us busy for probably 2 or 3 sessions.
Thoughts?