Chumming the dungeon

I have encountered many players reluctant to voice their worst fears because they think I might co-opt them into the current game. To encourage them to speculate, talk, and brainstorm, I throw an opinionated NPC or two into the mix.

Have the NPC ask them questions and speculate himself on what is going on. He should have the occasional right idea and plenty of wrong ones. This works especially well if the NPC is a sage or wise old witch or otherwise intelligent person.
 

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This is an entirely different thing than the idea you introduce next.

Yup. But they're two different examples of the same basic response - the GM taking player feedback and incorporating it into a game.

Here's the basic thesis: if your players are commenting about something in game, they are speculating. They are taking the information provided them, and coming up with results. Now, if you have a planned adventure, by all means follow those plans. But if you're winging it (and I often do) than taking those player plans and running with them are a good idea - and they often make more sense than whatever screwball idea you had originally cooked up.

If I as a DM planned for the party to go right, but not left, I ought not say, "No" when they decide to go left. If I planned to have a door that could only be breached by answering a riddle, I shouldn't stop a clever idea to bypass the door in some other fasion just because it short cuts what I thought was a particularly clever riddle or puzzle. But what you are suggesting is that which ever way the player goes it ought to hold whatever the player expects.

No, I am not. If my players go left instead of right, I jump at the chance. I like to wing it, as I've already said. What I AM saying is that if players are speculating upon the world you provided, they are providing feedback and insight into the game that you can use... and often SHOULD use because it will result in a more enjoyable game for the players. This is not a hard and fast rule, but it's a good thing to think of.

Steadfastly sticking to your notes when your players say "oh, god, I hope it's not another set of orcs behind that door!" is a completely different style of play (and one I would suggest is a bit more 'selfish', for lack of a better word) than a game where the GM on the fly changes his notes and brings in that gelatinous cube steve had been talking about wanting to fight "for a long time" instead.

And frankly, that isn't what the player wants. What the player wants is to be surprised. What the player wants is to actually be clever and figure it out and have a real victory, not to have a victory handed to them based on the first wild idea that they threw out there.

I like how you know what this player wants more than I do. Especially considering how he's my brother, I've known him for his entire life, and he has a playing style very close to my own. He came up with the idea, and he's pursuing it. And I'm changing my pre-set plans regarding the campaign secession to make his stated goal a POSSIBILITY. Exactly how I'm handing this goal to him kind of confuses me.

I would say that a GM who sticks to his pre-set plans or situations without allowing the players a chance to intervene needs to loosen up a bit. But I know that's not what you're saying. What you are saying is that a GM who breaks his plans on player suggestions is ruining his game. I'm just syaing that a GM who sticks to his guns in SPITE OF player suggestions/actions is in a danger zone.

Where in the heck are we getting the idea that making the world morphic based on player conjecture is making it 'more real'? Isn't that by definition making it less real? I don't know, maybe most players are wildly different than I am, but I suspect most players will suss out your subterfuge in a hurry and be rather disappointed to find you've been practicing this degree of illusionism. Players hate to have their victories stolen from them, and one way or the other this destroys the believablility of the victory as well as the believability of the narrative.

Again. I wing my games. I often say "hey, there's an owlbear in here" and then start making up the dungeon on the fly. My players start exploring the dungeon, notice the statues I've (carelessly and without thought) placed and decided there's a monster with a petrifying gaze. They make that observation, and work within the confines of that - it makes more sense than an owlbear in a world sense, and i have no specific connection to the owlbear. It's better for the believability of the world, it makes the players feel rewarded for their plans, and it makes the game more fun. Players do like to have their victories, and they also like to feel smart.

To have their observations met with "well, you were wrong" even though they had worked out a halfway decent reasoning to get there just encourages (in my experience) PCs willing to follow the railroad thoughtlessly.

But then, we play differently. If I see my players are bored, I throw in a fight even though one wasn't planned. If the rogue isn't doing much, that door is suddenly trapped. I'm very much a reactive GM, and run on relatively few notes. It's my preferred style, and one that my players are usually pretty big fans of.

Different strokes, and all that.

So? Maybe. I try hard to make the answers cooler than the players can imagine. If I don't succeed every time, well, that's the breaks. The alternative is for the players to not be surprised.

And I fully agree. And trust me, my players are often surprised, even by things that seem so obvious on my end. That medusa in the statue-haunted ruins? If I start running with that theme, I will throw stuff on a whim that is often very confusing and weird to the PCs... because that's how I run games. And the ideas/observations my players throw are often a bit more involved than that.

The alternative is for every tired trope, every simplistic meme, every most obvious alternative to become the exact thing that is there. "There are statues, ergo there must be a creature that turns things to stone around here.", is one of the most tired ideas in dungeon crawling. If some other player spoke up and said, "Gee.. look at all these statues, there must be a medusa around here." and a 'turn to stone' creature came into being because of that, I'd want to brain the player, not because I was 'scared' of the medua, but because its so bloody trite.

First, I was using the medusa example BECAUSE it is so widely known, not as an actual example of play. Second, I'm mostly referring to the idea where players are trying to make sense of the plot/events of the game, and come up with an explanation of things that is MUCH better than originally planned.

When you run by the seat of your pants, this is definitely a possibility. Rather than some nameless villain, the PCs figure out the villain is El-Tor the Tribal Chief (and why!). You hear that, realize that NPC has stuck out in their minds, and roll with it. When the encounter happens, they feel smart, and no one is the wiser. And, since they had already worked out the reasons WHY, it makes the world feel more believable than your original plan.

Once more, I'm not suggesting that if the PCs say "hey, I wish we were fighting gnolls" you should suddenly throw gnolls at them. I AM saying that if they come up with a reason why a gnoll is the beast that ate that corpse you found (and you aren't connected to your original idea), you should consider the possibility of changing what was already established in your notes and roll with it.

I have no desire to turn every scenario with statues into something that turns things to stone. I have no desire to be that predictable. Some times statues are just statues.

Again, agreed. But you're taking a simplified example and using it to describe a much more complex beast.

Sometimes some else entirely is going on. I have no desire to reward players for jumping to really dumb conclusions based on the the most shallow of conjectures.

I have no desire to play in that sort of game either.

Fair enough. But then, who says you'd know you were in that type of game? If the GM does his job and picks up on your feedback, he's providing you what you're looking for, usually without being too obvious about it. To me, that's nearly ideal.
 

They just had such great, awful, terrible ideas that I loved to make 'real'.

I do this pretty regularly. I feel cheap about it, but – when done subtly – the players come away with some satisfaction. "See? I was right! There WERE ninja-sharks in the water!"
 

I would like to assume that, but you keep insisting on a DM that is secretly adjusting the game world based on player propositions. And that is going to end up resulting in players that feel the need to hold secret conferences just to keep the terrain under their feet from changing all the time.

Only if the DM is too ham-fisted to pull it off with a straight face, and ends up letting them know he done that. That's where the "if used carefully" in my original post comes in... Do it poorly, do it too often, and the players will catch on.

Do it well, do it rarely, and it can sometimes save your bacon.

I am agreeing with you that most of the time it should not be done... Most of the time it doesn't need to be done. But that doesn't mean you should never do it, if you are a good enough DM to get away with it.

But its quite another thing to say, "The players have decided that its Mr. Green in the Library with the Candlestick, so I'll change it so that Mr. Green really did it and not Mrs. White." That's as bad as deliberately playing the monsters stupidly and attacking the highest AC character with the highest hitpoints remaining in the fight.

No, not necessarily.

It's more like saying, "The players have come up with a good line of reasoning, and have a body of evidence that could reasonably implicate Mr. Green, instead of Mrs. White. They've been running into dead ends all night and are at wits end, so we'll let Mr. Green take the fall. I can either switch the mystery blackmailer from a playboy to a femme fatal, so the motive still makes sense, or I can keep Mrs. White as the guilty party and retcon her framing the evidence against Green... I can decide that later."

If I don't let the players know I did it, how will they ever know I didn't plan it from the beginning?
 

I feel cheap about it, but – when done subtly – the players come away with some satisfaction.

This, but without the feeling cheap part. I feel it shows appreciation for the mental and emotional investment they're making in my game by rewarding them for their own awesome storytelling ideas. Sometimes the group has such fire and motivation because of something that does make a lot of sense, even if it wasn't my original plan, that I am better served by changing it to suit their predictions because it keeps up the pace that I want to set.

Some people may call it shallow, but my goal as a DM is to get my table smiling, talking, and high-fiving eachother for how awesome we all are. If dropping my original plan on lieu of theirs is an available means to accomplish that, then so be it. My players have known for years that I do that, but know that they can never be sure when it will actually happen, so they really don't have any fears about speculating openly, in or out of character. They know that fun is the key focus of my games, so they trust me to do what I feel is best to achieve that goal.
 

I am agreeing with you that most of the time it should not be done... Most of the time it doesn't need to be done. But that doesn't mean you should never do it, if you are a good enough DM to get away with it.

The 1 time in 100 that I think this is appropriate is when you've screwed up, you know you've screwed up, and you need to gracefully cover your mistake. To continue our clue analogy, the situation I can imagine doing this would be, you were winging it (for whatever reason, poor preparation, this is a pick up game, or the players got off the rails some where you didn't plan for) and you accidently affirmed to the players something that let's Mrs. White completely off the hook and there is no way to recover from it without a retcon. In this case, since the mistake is your fault and you've already wrecked your game, the most graceful way out of the mess is to change anything you haven't revealed rather than trying to change things you have.

The recalcitrant stance I'm taking in this thread is with respect to the OP's and others in the thread apparant desire to label this as some sort of artful DMing style that should be emulated and encouraged in others. I think it should be on a relatively high shelf and carefully labelled, "Use with caution.", and not at all part of the DM's regular tool set.

It's more like saying, "The players have come up with a good line of reasoning, and have a body of evidence that could reasonably implicate Mr. Green, instead of Mrs. White. They've been running into dead ends all night and are at wits end, so we'll let Mr. Green take the fall. I can either switch the mystery blackmailer from a playboy to a femme fatal, so the motive still makes sense, or I can keep Mrs. White as the guilty party and retcon her framing the evidence against Green... I can decide that later."

I have no problem with Mr. Green taking the fall. I can keep Mrs. White as the guilty party (which she was all along). The PC's were defeated by their foe, the nefarious and cunning Mrs. White. While this wasn't the expected result, neither is it a bad result which I ought to squash purely to get the players back on my expected storyline. This gives me the oppurtunity to bring Mrs. White back as a reoccuring villain, which will ultimately mean, when the PC's and Mrs. White tangle next time, that their now delayed victory will be all that more sweet. I would look forward with great anticipation to, some number of sessions down the road, the point where the PC's realize that they were had. This would likely create one of the greatest things a DM can create - a villain worthy of the player's respect, begrudging admiration, and sincere hatred. I would feel absolutely no need to 'salvage' such a situation.

But if you change the villain from Mrs. White to Mr. Green, I don't see how anything good can come out of it in this situation.
 

Well, don't do this to any extreme. I think there are a lot of great things DM's do that if done to much are, or can be, very bad.

And yes, more real. The players have a picture in their head about what the world you've painted for them is like. They know this picture better than you do. When they give me insight to that internal world, I pay attention. Sometimes, I'll take what they've said and work it into the game to reinforce that solidifying image, after all, it's real enough to them to have driven an evocation of part of it.

But yea, to much is to much, I've learned that the hard way.
 

Well, what if one of your players had discovered that Mrs. White was the villain? And then uttered "Boy, though, Mr. Green was great when we thought he was the villain. I wouldn't want to face him, if ever he was, that guy really scares me."

I'd consider, for a moment, making him a future villain. Or I'd consider for a moment that the real villain, Mr. Green, who, having secretly driven Mrs White mad and caused her to do all these evil things, has future plans for the hapless PC's.

But I'd probably not do that, maybe.
 

But if you're winging it (and I often do)...they often make more sense than whatever screwball idea you had originally cooked up... I like to wing it, as I've already said... and often SHOULD use because it will result in a more enjoyable game for the players...Again. I wing my games...Players do like to have their victories, and they also like to feel smart...But then, we play differently. If I see my players are bored, I throw in a fight even though one wasn't planned. If the rogue isn't doing much, that door is suddenly trapped. I'm very much a reactive GM, and run on relatively few notes. It's my preferred style, and one that my players are usually pretty big fans of.

Enough said.

Different strokes, and all that.

Yes, indeed. What I tend to experience in these games is, "Gee, the door is suddenly trapped in response to some metagame consideration by the DM - either the DM thinks the game isn't going well and he wants to spice it up, or the DM has decided that since I'm searching for traps, now would be a good time to have one, or the DM has decided that since I'm searching for traps I must want to find one, or the DM has decided things were too easy and we need another challenge. So I what I need to do to succeed in this game is pretend to be stupid so that the DM doesn't get inspired to ad hoc another trap, which, knowing my luck with the dice (and because unlike the other players at the table who've been reporting 6's as 16's, I don't cheat, which the DM is probably used to factoring into how he plays his games) is probably going to kill my character."

Steadfastly sticking to your notes when your players say "oh, god, I hope it's not another set of orcs behind that door!"

If this happens to you very often, you need to consider hanging up your hat.

Second, I'm mostly referring to the idea where players are trying to make sense of the plot/events of the game, and come up with an explanation of things that is MUCH better than originally planned.

Let me tell you what's really going on here. You're winging it. Your game doesn't make much sense, has little structure, and has little forethought. Rather than saying, "Gee, maybe I should put some effort into my games.", you are relying on the human propensity to take a big steaming pile of chaos and attempting to provide some orderly explanation for it.

When you run by the seat of your pants, this is definitely a possibility.

Yeah, it is.

When the encounter happens, they feel smart, and no one is the wiser. And, since they had already worked out the reasons WHY, it makes the world feel more believable than your original plan....But then, who says you'd know you were in that type of game? If the GM does his job and picks up on your feedback, he's providing you what you're looking for, usually without being too obvious about it. To me, that's nearly ideal.

So to me, I get in this situation and I can usually figure it out in the first 3-4 hours, and the thought strucks me that I'm both the DM and the player in this game, and I wonder why in the heck I'm wasting my time playing by myself.
 

Or even better yet, Mr. Green becomes an ally. Or does he? A scary 'maybe' ally can be really cool. Mr. Green would be perfect.

"You fools were going to blame me weren't you? Admit it."
"Never mind, I still have need of your services."
 
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