Which means what, in practical terms? If you can run a game that has veered "hard left" without prep, what is your prep for?When they do that I go with it.
Which means what, in practical terms? If you can run a game that has veered "hard left" without prep, what is your prep for?When they do that I go with it.
But that's the point - I want it to be clear! I want the players to be invested. To invest themselves, they need to know that something is at stake.When it's already clear something's at stake, all is good.
But when it's not clear; or not known to everyone that something relevant is at stake at all, then rolling dice is a big (too big, IMO) tip-off.
Correct! Again, that's the point.Let's use the anxious-guy-in-the-bar example. Guy arrives, eventually beelines for the PCs' table. If at that point I start calling for checks the players OOC are going to suddenly view the scene differently than had I not called for checks, and dollars-to-donuts that'll be reflected in how they react in-character.
Maybe the arrangements had to be made in a hurry, and they went for the plan that they thought had the least chance of going wrong.They didn't previously check the inn for hooks before setting up this signal?? Dummoxes deserve what they get.
Again, this is where I would have a player making the roll. That let's them both have the ritual experience of resolving a moment of crunch for the PC; and in some systems it also lets them expend resources if they want to (eg if the system allows players to expend fate points or similar to boost their checks).If they hadn't checked, that's one where I'd go through the motions of secretly rolling dice and then either ignore the roll and just say yes there's hooks (if it makes sense there'd be hooks there) or go by the roll (if it may or may not make sense e.g. rain here is very uncommon).
My point is that, in the real world, this is not mediated. If you want to know something about your immediate environment you just look around.Unless this is an inn they've been to before, the scenario would play out exactly the same as in the real world if I were to walk into a pub and go to hang my coat on a hook...I'd first have to check and see if there's any hooks present.
The game mentioned in the OP has been driven primarily by the mage PCs desire to redeem his brother, the assassin/wizard's desire to kill the same, and the elven ronin's inability to come to terms with the loss of his master (which was what led him to wander into human lands).Characters can have family, friends, etc., as part of their background but these don't usually come up in play that often.
When I look at the sort of fantasy fiction I would like my RPGing to emulate (not usually all at once, but from time to time across the range of sessions, systems and campaigns) I think of LotR, REH's Conan, the Earthsea stories, Arthurian romance, Claremont's X-Men, Star Wars, and the more romantic/passionate "swordsman" movies like Bride With White Hair, Hero, Crouching Tiger, Ashes of Time, etc.pressure comes from the giant who's trying to stove your head in; from the mentor who paid for this trip who is expecting a mission report within 2 days when you're still 4 days from town; from the unrelenting storm you've been lost in for days; from the party Thief who just won't pull her weight but expects her full share of everything; from being down to your last day worth of rations...need I go on?
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"the pressure, in short, usually comes from sheer survival"
Amusingly, this is the exact problem I have with your use of "railroading."A classificatory scheme is of no use if everything we want to classify ends up under the one label.
Compared to a rocket, Usain Bolt and I are both slow. All that tells me is that using rockets as my standard for fast is not very good in a conversation about sprinting speed.
Here's one instance, drawn from the game referred to in the OP (and these events happen not long before the events of the OP):@pemerton how do you surprise your players with cool twists if all the cool twists, appear to come from content generated by the players?
Can you elaborate? From what you say, it's not clear. Eg what is the connection of the players to the lizardfolk, the beholder, etc.Was the session railroaded: Sure.
I would posit this difference: [MENTION=23751]Maxperson[/MENTION] denies that any RPGing is player-driven or GM-driven. He asserts that all are both. (His example of GM-driven - ie that players just sit and listen to the GM read a story - I regard as (i) fanciful, and (ii) not an account of RPGing.)Amusingly, this is the exact problem I have with your use of "railroading."
If the GM has prepped the adventure path - or, to use Maxperson's analogy, if the GM has set up a shot for the 2nd hole - then what happens if the players want to play a different scenario (or, to use the analogy, want to play on a different course)? Are they really free to do that? As in, can the game really be run if they choose that?
What are the expectations around GM prep? What are the players' expectations? If the players expect a "living, breathing" world - a GM-authored backdrop that they explore and learn about through playing the game; and if the players expect a "plot" or a mystery that their PCs will hook onto and try and (re)solve; then how is the GM expected to provide this spontaneously? It seems like it will be a crap game.
Can you elaborate? From what you say, it's not clear. Eg what is the connection of the players to the lizardfolk, the beholder, etc.
If I were to run something like this - the closest I've come is the time-travel scenario mentioned earlier in this post - my main concern would be (i) linking the resource expenditure choices made in the "dream" to the post-dream situation, and (ii) relating the outcomes in the dream sequence to the beholder situation. (So I probably wouldn't just roll randomly for charm, fear etc.)
Characters can have family, friends, etc., as part of their background but these don't usually come up in play that often.
What I was trying to get at was that, in the dream, the players spend resources (eg spells, hp etc) but then when they fight the beholder how do those dream expenditures fit in?I'm not sure I understand you here.
In (i) I used the guidelines in the DMG for encounter difficulties expected for their level and indeed was generous - given the situational disadvantage that was imposed on them when facing the beholder for the '2nd time'. I did mention that the journey to the temple did happen as it was roleplayed somewhat, so the party earned XP for those encounters. There was no linking of resource expenditure choices to be made.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.