moritheil
First Post
This scene is all too common for me: I populate my fantasy world with things and proceed logically to decide certain occurrences, and then ask myself what clues would be left lying around. The players come along and try to make sense of it and quit in frustration because they don't want to assemble a jigsaw puzzle.
Take my latest example: I wanted to orient players with each other and with the city they are based in. So I made up a plot about kidnapping. And now they're fighting zombies and there are kobolds involved and they can't figure out how the hell this is all related. I now have a player bowing out because the game isn't what he expected.
And yet it still seems to me that there is no better way to introduce players to my worlds than with a short side quest. I don't want to throw my players into the overarching story right off the bat, because usually A) it would kill them, and B) somehow I don't want to be introducing the context of the story, and the story, at the same time.
Does this make sense? Do any other DMs have this problem?
Take my latest example: I wanted to orient players with each other and with the city they are based in. So I made up a plot about kidnapping. And now they're fighting zombies and there are kobolds involved and they can't figure out how the hell this is all related. I now have a player bowing out because the game isn't what he expected.
And yet it still seems to me that there is no better way to introduce players to my worlds than with a short side quest. I don't want to throw my players into the overarching story right off the bat, because usually A) it would kill them, and B) somehow I don't want to be introducing the context of the story, and the story, at the same time.
Does this make sense? Do any other DMs have this problem?