MonsterEnvy
Legend
two preliminary pages from the DMG are shown on Beyond
To me, there seem to be (at least) two issues here.Yet that ia how Adventure books are laid out. It is hardly an unusual approach to game prep, even though the end result will likely go off-rails.
To quote (again):We are working with fragmentary information here, because the longer text of what they mean by Step 3 plan encounters is missing from the preview. By planning encounters they might simply mean prep locations.
But it would also not be prep that follows the instruction to "Determine the encounters or events that take the characters from the beginning of the adventure to the end."For example, say the premise of an adventure is that bandits are attacking travelers along a road. Prep for this type of adventure might including mapping out the bandit hideout or preparing a regional encounter table. That kind of prep would not contradict with the idea that players actions determine how the adventure plays out.
Yes, at least for many DMs. It is how Perkins himself preps, and one imagines the subsequent pages will discuss details in more depth, including the 5 fleshed out examples that we know about.First, are adventure books of the contemporary D&D style a good model for a GM's prep?
Yes, they are a series of locations, characters, etc. with some proposed sequence of events. However, as with this advice, these are acknowledged within the text of the Adventures as something that can cone apart, usually with some duggested alternate plan.Second, are adventure books of the contemporary D&D style consistent with an instruction that "he events of the story shouldn't be pre-determined"? My impression is that they're not. They seem to involve a very large amount of pre-determination of events. That seems to be their whole point.
I'm with you up to here.So, from what I read on this forum, I seem to run unusually open-ended games, to the extent that players will often contribute plot points while we are playing (i.e. adding details about the world that I had no prior knowledge of). But I still have a plan. In fact, very detailed ones, in the sense that I always have a whole bunch of story arcs bread-crumbed, but how they pan out depends on what the players follow up on, how they pursue it (which can result in me having to prep something unexpected for next session) and how their luck goes. I mean, there's so many variables.
And yet, I can usually predict what is happening in the next game to the extent that I can prep complicated terrain builds for likely encounters, and most of them wind up getting used, albeit not always as expected. But this is because I've done my homework. That's how I read the DMG advice: be prepared. Know your material. Think about where this is likely headed.
But here we part ways, in that IMO the underlying assumption that the DM is specifically trying to author/tell/develop a structured story (as opposed to just letting play drift where it will) is misguided.All stories have beginnings, middles, and endings. That's really all the advice boils down to: think in terms of three act structure.
I think what @pemerton is getting at - and with which I agree* - is merely that the text as written is in fact contradictory, and thus confusing. It says to prep the encounters and events that take the characters from the start to end (singular) of the adventure but doesn't give any parameters; and then the next bullet suggests there may and perhaps should be multiple possible endings (plural). Hard to have it both ways.Yes, at least for many DMs. It is how Perkins himself preps, and one imagines the subsequent pages will discuss details in more depth, including the 5 fleshed out examples that we know about.
Yes, they are a series of locations, characters, etc. with some proposed sequence of events. However, as with this advice, these are acknowledged within the text of the Adventures as something that can cone apart, usually with some duggested alternate plan.
I think it is fairly clear from this thread alone that this is not an abnormal approach?
@pemerton, considering you don't actually play 5e, AFAIK, haven'T actually READ any contemporary adventure books, and frankly, don't know what you're talking about, I would say that your concerns are largely unfounded.First, are adventure books of the contemporary D&D style a good model for a GM's prep? Or do they have some other purposes too, that are less relevant for prepping GMs? (Eg it seems that part of the commercial publishing model of adventure books is to sell them to people who like to read them but don't use them for play. This is not something that a GM prepping an adventure needs to worry about.)
Second, are adventure books of the contemporary D&D style consistent with an instruction that "he events of the story shouldn't be pre-determined"? My impression is that they're not. They seem to involve a very large amount of pre-determination of events. That seems to be their whole point.
Encounter: the players encounter the bandits at their camp. Their confrontation will possibly take the story to its endTo me, there seem to be (at least) two issues here.
First, are adventure books of the contemporary D&D style a good model for a GM's prep? Or do they have some other purposes too, that are less relevant for prepping GMs? (Eg it seems that part of the commercial publishing model of adventure books is to sell them to people who like to read them but don't use them for play. This is not something that a GM prepping an adventure needs to worry about.)
Second, are adventure books of the contemporary D&D style consistent with an instruction that "he events of the story shouldn't be pre-determined"? My impression is that they're not. They seem to involve a very large amount of pre-determination of events. That seems to be their whole point.
To quote (again):
Determine the encounters or events that take the characters from the beginning of the adventure to the end.
This is not a reference to locations. It's a reference to events.
They could have written, "Prepare some locations in which interesting things are likely to happen." But they didn't. They could have written that, and added, "Make sure there are ways for the characters to move between the locations, so that the players can experience the interesting things." But they didn't.
But it would also not be prep that follows the instruction to "Determine the encounters or events that take the characters from the beginning of the adventure to the end."
I am not, in this thread, arguing that prep should take one form or another. I am simply pointing out that it is contradictory to both tell people to "Determine the encounters or events that take the characters from the beginning of the adventure to the end" and to tell them that "the events of the story shouldn't be pre-determined".
Correct.I think what @pemerton is getting at - and with which I agree* - is merely that the text as written is in fact contradictory, and thus confusing. It says to prep the encounters and events that take the characters from the start to end (singular) of the adventure but doesn't give any parameters; and then the next bullet suggests there may and perhaps should be multiple possible endings (plural). Hard to have it both ways.
See above. My "concerns" are a singular concern: the text is contradictory, because it says to determine some stuff and then it says to not determine that same stuff.@pemerton, considering you don't actually play 5e, AFAIK, haven'T actually READ any contemporary adventure books, and frankly, don't know what you're talking about, I would say that your concerns are largely unfounded.