Moff_Tarkin
First Post
I have played a lot of video games and some of them have really good storylines, better then any D&D games I have seen run. I always wondered why the story in most D&D games was lacking compared to some of the better video games out there and I realized the problem lied not in the DM’s imagination but in the way that video games make their complex plotlines works.
Anyone who has played a lot of video games knows that video games use artificial means to keep you from screwing up the plot. Lets say you have your first encounter with the main villain. The plot calls for him to makes his opening villain speech, do something mean like kill your friend or throw a bomb at you, and then escape. Now all of that goes to crap if you just run up and start trying to smash his skull with a wrench before he can do whatever it is the plot calls for him to do. For this reason video games always use some artificial means to keep you from doing that. Perhaps you first meet the villain from behind some unbreakable glass, maybe he cast some sort of paralyze spell, or maybe you just lose control of your character and watch things happen in a cut scene.
The problem is this. I can’t see how to make a perfect story without using some of these artificial means for plot control, but on the other hand, I don’t know if I can force these types of artificial plot control on the players. They are easily recognizable for what they are. I spot them easily in every game I play, and I don’t know if the players in my group, who are rules obsessed, would enjoy that style of DMing.
One perfect example of a need for plot control comes with the villain dilemma. To build up a long time villain with personality it sometime helps to have the party encounter him a few times before the final confrontation. But how does the villain give his little speech and perform his villainous deeds without being pre-empted by the players yelling “We attack” No matter what escape route your villain has planed, the players can ruin it. What if someone rolls a really good initiative and deals a great amount of damage so the villain cant make the concentration check for his teleport spell? Or, what if the mage has the foresight to have a dimension anchor ready? Or what if the fighter decides to grapple him instead of attacking, keeping the villain from running? Dispelling his magical items would stop things like boots of teleportation.
All these problems arise when you try to run a story without artificial plot control like you see in the video games, but introducing that artificial plot control may make the players angry when they realize the DM is “cheating.” Ill admit there have been times I was angry at a video game for cheating me with artificial plot control.
So what is the answer to this conundrum? Should a DM use artificial plot control or not? What have some of you seen or tried in your own games?
One more thing. I know people are going to say it helps to be creative, and it does, but the guys who write the plots for video games are payed writers, and even they cant make the story work without using easily recognizable plot control tactics.
Anyone who has played a lot of video games knows that video games use artificial means to keep you from screwing up the plot. Lets say you have your first encounter with the main villain. The plot calls for him to makes his opening villain speech, do something mean like kill your friend or throw a bomb at you, and then escape. Now all of that goes to crap if you just run up and start trying to smash his skull with a wrench before he can do whatever it is the plot calls for him to do. For this reason video games always use some artificial means to keep you from doing that. Perhaps you first meet the villain from behind some unbreakable glass, maybe he cast some sort of paralyze spell, or maybe you just lose control of your character and watch things happen in a cut scene.
The problem is this. I can’t see how to make a perfect story without using some of these artificial means for plot control, but on the other hand, I don’t know if I can force these types of artificial plot control on the players. They are easily recognizable for what they are. I spot them easily in every game I play, and I don’t know if the players in my group, who are rules obsessed, would enjoy that style of DMing.
One perfect example of a need for plot control comes with the villain dilemma. To build up a long time villain with personality it sometime helps to have the party encounter him a few times before the final confrontation. But how does the villain give his little speech and perform his villainous deeds without being pre-empted by the players yelling “We attack” No matter what escape route your villain has planed, the players can ruin it. What if someone rolls a really good initiative and deals a great amount of damage so the villain cant make the concentration check for his teleport spell? Or, what if the mage has the foresight to have a dimension anchor ready? Or what if the fighter decides to grapple him instead of attacking, keeping the villain from running? Dispelling his magical items would stop things like boots of teleportation.
All these problems arise when you try to run a story without artificial plot control like you see in the video games, but introducing that artificial plot control may make the players angry when they realize the DM is “cheating.” Ill admit there have been times I was angry at a video game for cheating me with artificial plot control.
So what is the answer to this conundrum? Should a DM use artificial plot control or not? What have some of you seen or tried in your own games?
One more thing. I know people are going to say it helps to be creative, and it does, but the guys who write the plots for video games are payed writers, and even they cant make the story work without using easily recognizable plot control tactics.
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