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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
DM Expectations = One Solution?
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="Raven Crowking" data-source="post: 5216184" data-attributes="member: 18280"><p>Sorry, but</p><p></p><p style="margin-left: 20px">My thoughts on the encounter and campaign start was that the PCs would close on the enemy ship to fight man-to-man, and then have a fun battle with the enemy grunts. We’d get all the PCs involved in a grand battle. Then the PCs would capture the enemy vessel. When they got to Bral, they could pool their ship and the captured ship together and then buy a really cool ship that they chose for themselves.</p><p></p><p>seems not only like a plan for the encounter, but a plan for how the encounter would sequence into the next incident (Bral).</p><p></p><p>My expectation is not that "A DM creates a battle encounter" but "A DM creates an encounter" that then becomes a battle encounter (or not) depending upon how it is approached (or avoided).</p><p></p><p>"There is an orc in this room. It is guarding a pie." is fine for the GM's notes, but when the PCs arrive and try to talk to the orc, the GM should decide what the orc should do, and that is not always "Attack the PCs".</p><p></p><p>"There is an orc in this room. It is guarding a pie." is a frame, but actually running an encounter is larger than the frame.</p><p></p><p>-------</p><p></p><p>In the Spelljammer example given, the DM had quite a few options available to him to salvage the encounter:</p><p></p><p>* Add another ship, such as a ship that is not friendly to the attacking ship's nation, but is neutral to the PC's nation, which renders aid simply to foil the attackers.</p><p></p><p>* Have the NPC sailors mutiny and surrender the PC's ship. The PCs can then still resist surrender, and try to fight the NPC enemy nation marines, capture the new ship, and decide what to do with the mutinous (but now abashed) crew.</p><p></p><p>* Allow the PCs to evade and escape. They will have to deal with this ship again -- either through combat or evasion -- to get to Bral.</p><p></p><p>* Allow the PC ship to be destroyed and the PCs captured. This changes what the game is about, maybe, but the PCs can always foster a mutiny, be ransomed, etc.</p><p></p><p>Of course, these solutions are acceptable to me primarily because this is the players' introduction to the setting. Once regular play has begun, I would just let the chips fall where they may.</p><p></p><p>There are many things the DM could have done, and none of them require that the players even realize that what happened was not "planned".</p><p></p><p>------------ </p><p></p><p>The difference, IMHO, between the GM having "plans" and having "expectations" is this: </p><p></p><p>If things don't go to the GM's expectations, the GM rolls with it, and the game continues. If things don't go to the GM's plans, the GM tries to either force an outcome that meets his plans or the game ends.</p><p></p><p>If you find that you are either trying force an outcome that meets your expectations, or the game ends when your expectations are not met, then your "expectations" are really "plans".</p><p></p><p>IMHO. YMMV.</p><p></p><p></p><p></p><p>No.</p><p></p><p>The dungeon still exists; it can still be used at a later date. And the players are engaged with the world, which is, IMHO at least, the <em><strong>real</strong></em> goal.</p><p></p><p>And, thank you for calling me a good DM. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5216184, member: 18280"] Sorry, but [indent]My thoughts on the encounter and campaign start was that the PCs would close on the enemy ship to fight man-to-man, and then have a fun battle with the enemy grunts. We’d get all the PCs involved in a grand battle. Then the PCs would capture the enemy vessel. When they got to Bral, they could pool their ship and the captured ship together and then buy a really cool ship that they chose for themselves.[/indent] seems not only like a plan for the encounter, but a plan for how the encounter would sequence into the next incident (Bral). My expectation is not that "A DM creates a battle encounter" but "A DM creates an encounter" that then becomes a battle encounter (or not) depending upon how it is approached (or avoided). "There is an orc in this room. It is guarding a pie." is fine for the GM's notes, but when the PCs arrive and try to talk to the orc, the GM should decide what the orc should do, and that is not always "Attack the PCs". "There is an orc in this room. It is guarding a pie." is a frame, but actually running an encounter is larger than the frame. ------- In the Spelljammer example given, the DM had quite a few options available to him to salvage the encounter: * Add another ship, such as a ship that is not friendly to the attacking ship's nation, but is neutral to the PC's nation, which renders aid simply to foil the attackers. * Have the NPC sailors mutiny and surrender the PC's ship. The PCs can then still resist surrender, and try to fight the NPC enemy nation marines, capture the new ship, and decide what to do with the mutinous (but now abashed) crew. * Allow the PCs to evade and escape. They will have to deal with this ship again -- either through combat or evasion -- to get to Bral. * Allow the PC ship to be destroyed and the PCs captured. This changes what the game is about, maybe, but the PCs can always foster a mutiny, be ransomed, etc. Of course, these solutions are acceptable to me primarily because this is the players' introduction to the setting. Once regular play has begun, I would just let the chips fall where they may. There are many things the DM could have done, and none of them require that the players even realize that what happened was not "planned". ------------ The difference, IMHO, between the GM having "plans" and having "expectations" is this: If things don't go to the GM's expectations, the GM rolls with it, and the game continues. If things don't go to the GM's plans, the GM tries to either force an outcome that meets his plans or the game ends. If you find that you are either trying force an outcome that meets your expectations, or the game ends when your expectations are not met, then your "expectations" are really "plans". IMHO. YMMV. No. The dungeon still exists; it can still be used at a later date. And the players are engaged with the world, which is, IMHO at least, the [I][B]real[/B][/I] goal. And, thank you for calling me a good DM. ;) :D RC [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
DM Expectations = One Solution?
Top