Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
DM Dilemma - I Need Help, ENWorld! - *UPDATED* - Putting YOUR ideas to work!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="WizarDru" data-source="post: 5307236" data-attributes="member: 151"><p>It's worth noting that I often use a variation of this for many installments of a regular campaign game. I will often envision the starting point and how to kick things off and then a few plot points that I'd like to hit, up to and including a final encounter.</p><p></p><p>For example: I know from the previous session of my game that my players have been tasked with escorting a half-insane genius mage to a place called 'The Deep Library'. I know that next session, they'll find a way there, explore it and eventually end up in some combat with the library's various defenders and maybe meet the head librarian, who may be an Aboleth or maybe an awakened monitor whale or something else again. So here's how I structure that:</p><p></p><p>1) Players start at Castle White. Will investigate location of library, ways to travel there. (<em>NOTE TO SELF: Bone up on underwater combat details!</em>)</p><p></p><p>2) Players will have encounter at library access way with first guardians.</p><p></p><p>3) Players will explore library.</p><p></p><p>4) Players will be attacked by second set of guardians.</p><p></p><p>5) Players will eventually find Head Librarian.</p><p></p><p>6) Players will help mage obtain rituals.</p><p></p><p>7) Players will return home.</p><p></p><p></p><p>Now, that seems pretty obvious. But notice the vagueness in the layout. I don't know how the PCs are getting there...but I have presented them with two options (and I'm reasonably sure which one they'll pick).</p><p></p><p>Narrow is 'you have a mission with following parameters'. Wide is 'how do we do it?'. Narrow: Players will have combat. Wide: Players can explore the library. Narrow: Another combat. WIde: More exploring. Narrow: Players meet Head Librarian. And SO ON.</p><p></p><p>Notice also these three important, IMPORTANT rules:</p><p></p><ol> <li data-xf-list-type="ol">Listen to your Players</li> <li data-xf-list-type="ol">Trust your players. They are SMART.</li> <li data-xf-list-type="ol">Be Prepared to Collapse Your Plan.</li> </ol><p></p><p>I often present my players with a challenge that I haven't actually thought of the resolution to, directly. I usually have some ideas of how to solve the problem, but I LEAVE IT TO THEM. And I LISTEN TO THEIR IDEAS. And I LET THEM CHANGE THE STORY WITHOUT THEM KNOWING IT.</p><p></p><p>Let me give you an example: In the above scenario, my plan was that they would reach the Deep Library through a particular dungeon they were aware of. Easy-Peasey. <strong>BUT</strong>, my players are SMART, remember? One player says "<em>Don't Tell Me....we're going through the Underdark, aren't we. Man, I KNEW IT!</em>" Another says: "<em>The Deep Library? That's at the bottom of the Ocean? Is it in some sort of submerged city? Hey, we could use that ship the dwarves fixed up to go under the water? I wonder how deep she'll go?</em>"</p><p></p><p>Did you see what just happened, there? They thought of two other ways to reach it that I hadn't actively considered. They figured out a course of action they could follow (research at archives, locate city, figure out if Dwarven submersible ship can work that deep). The next half-hour to hour just wrote itself in skill checks, character conversations and so forth. And now maybe there'll be a combat underwater at the submarine!</p><p></p><p>The trick here is that the players don't have to know when you've changed your plot to accommodate their ideas. To them, it's invisible. You've given them control and yet you don't have to secede control to do it. By the same token, when the session is running long, maybe you delete that combat at #2 or #4 to keep things moving....or alternately add another one to keep things exciting and lengthen the adventure. Listen to your players and see what they're enjoying.</p><p></p><p>And always, Always, ALWAYS ask players after a session if they enjoyed it and WHAT they enjoyed. Solicit suggestions for improvements and thank them for the input. Ask about pacing: was there some parts that were dull? Did someone feel like they didn't get to do anything? AGAIN? This is true for new groups and groups like mine or Piratecat's, who've been playing together for DECADES.</p><p></p><p>Remember: the ONLY BADWRONGFUN is when no one is enjoying themselves.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 5307236, member: 151"] It's worth noting that I often use a variation of this for many installments of a regular campaign game. I will often envision the starting point and how to kick things off and then a few plot points that I'd like to hit, up to and including a final encounter. For example: I know from the previous session of my game that my players have been tasked with escorting a half-insane genius mage to a place called 'The Deep Library'. I know that next session, they'll find a way there, explore it and eventually end up in some combat with the library's various defenders and maybe meet the head librarian, who may be an Aboleth or maybe an awakened monitor whale or something else again. So here's how I structure that: 1) Players start at Castle White. Will investigate location of library, ways to travel there. ([i]NOTE TO SELF: Bone up on underwater combat details![/i]) 2) Players will have encounter at library access way with first guardians. 3) Players will explore library. 4) Players will be attacked by second set of guardians. 5) Players will eventually find Head Librarian. 6) Players will help mage obtain rituals. 7) Players will return home. Now, that seems pretty obvious. But notice the vagueness in the layout. I don't know how the PCs are getting there...but I have presented them with two options (and I'm reasonably sure which one they'll pick). Narrow is 'you have a mission with following parameters'. Wide is 'how do we do it?'. Narrow: Players will have combat. Wide: Players can explore the library. Narrow: Another combat. WIde: More exploring. Narrow: Players meet Head Librarian. And SO ON. Notice also these three important, IMPORTANT rules: [LIST=1] [*]Listen to your Players [*]Trust your players. They are SMART. [*]Be Prepared to Collapse Your Plan. [/LIST] I often present my players with a challenge that I haven't actually thought of the resolution to, directly. I usually have some ideas of how to solve the problem, but I LEAVE IT TO THEM. And I LISTEN TO THEIR IDEAS. And I LET THEM CHANGE THE STORY WITHOUT THEM KNOWING IT. Let me give you an example: In the above scenario, my plan was that they would reach the Deep Library through a particular dungeon they were aware of. Easy-Peasey. [b]BUT[/b], my players are SMART, remember? One player says "[i]Don't Tell Me....we're going through the Underdark, aren't we. Man, I KNEW IT![/i]" Another says: "[i]The Deep Library? That's at the bottom of the Ocean? Is it in some sort of submerged city? Hey, we could use that ship the dwarves fixed up to go under the water? I wonder how deep she'll go?[/i]" Did you see what just happened, there? They thought of two other ways to reach it that I hadn't actively considered. They figured out a course of action they could follow (research at archives, locate city, figure out if Dwarven submersible ship can work that deep). The next half-hour to hour just wrote itself in skill checks, character conversations and so forth. And now maybe there'll be a combat underwater at the submarine! The trick here is that the players don't have to know when you've changed your plot to accommodate their ideas. To them, it's invisible. You've given them control and yet you don't have to secede control to do it. By the same token, when the session is running long, maybe you delete that combat at #2 or #4 to keep things moving....or alternately add another one to keep things exciting and lengthen the adventure. Listen to your players and see what they're enjoying. And always, Always, ALWAYS ask players after a session if they enjoyed it and WHAT they enjoyed. Solicit suggestions for improvements and thank them for the input. Ask about pacing: was there some parts that were dull? Did someone feel like they didn't get to do anything? AGAIN? This is true for new groups and groups like mine or Piratecat's, who've been playing together for DECADES. Remember: the ONLY BADWRONGFUN is when no one is enjoying themselves. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
DM Dilemma - I Need Help, ENWorld! - *UPDATED* - Putting YOUR ideas to work!
Top