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General Tabletop Discussion
*Dungeons & Dragons
Beginning a new campaign advice - foreshadowing and railroading
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<blockquote data-quote="Oofta" data-source="post: 8750503" data-attributes="member: 6801845"><p>Like others, I never assume anything will happen unless it's completely outside of the control of the PCs. I may foreshadow that a volcano will erupt but then if the PCs realize what's going to happen then the story just becomes one of trying to convince the townsfolk that they have to flee. In the case of a shipwreck, you could always make it happen no matter what but that feels like you're taking away the player's agency. That wouldn't sit well with many people.</p><p></p><p>So when I foreshadow, it's always just one possible future, one possible series of events that <em>could</em> happen. Then I have high level outline of what's going to happen if the PCs surprise me and change the series of events. Maybe instead of being shipwrecked they have a different reason to go to the island, either the lure of treasure or some other McGuffin.</p><p></p><p>It's one of the reasons I think time travel rarely works very well in stories; in order to not mess up the entire narrative you have to have dumb things like "fixed points" in time or multiple universes. I don't like "this must happen" in time travel stories, it's just as bad in planning adventures.</p><p></p><p>But normally I'd just get buy-in from the players during the session 0. Explain that you'd like to play out kind of a prequel to the campaign, or even do it as a "flashback" series if the group is okay with it. The main thing is to get the group on board before you ever start play, it will work for some people and not others.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Oofta, post: 8750503, member: 6801845"] Like others, I never assume anything will happen unless it's completely outside of the control of the PCs. I may foreshadow that a volcano will erupt but then if the PCs realize what's going to happen then the story just becomes one of trying to convince the townsfolk that they have to flee. In the case of a shipwreck, you could always make it happen no matter what but that feels like you're taking away the player's agency. That wouldn't sit well with many people. So when I foreshadow, it's always just one possible future, one possible series of events that [I]could[/I] happen. Then I have high level outline of what's going to happen if the PCs surprise me and change the series of events. Maybe instead of being shipwrecked they have a different reason to go to the island, either the lure of treasure or some other McGuffin. It's one of the reasons I think time travel rarely works very well in stories; in order to not mess up the entire narrative you have to have dumb things like "fixed points" in time or multiple universes. I don't like "this must happen" in time travel stories, it's just as bad in planning adventures. But normally I'd just get buy-in from the players during the session 0. Explain that you'd like to play out kind of a prequel to the campaign, or even do it as a "flashback" series if the group is okay with it. The main thing is to get the group on board before you ever start play, it will work for some people and not others. Good luck! [/QUOTE]
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Beginning a new campaign advice - foreshadowing and railroading
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