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General Tabletop Discussion
*Dungeons & Dragons
DM forgets to mention and describe a plot point, how should that be addressed?(Storm King's Thunder:possible minor spoilers)
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<blockquote data-quote="MNblockhead" data-source="post: 7027625" data-attributes="member: 6796661"><p>I own and havae skimmed Storm King's Thunder. Is it that rail-roady that the game will grind to a halt if the DM fails to mention somthing or the characters just don't explore an area. I though it was designed to be sandboxey. No spoilers please as the OP is a player in this, but I'm not sure why the DM had to even bring it up. Kinda distracts from the game. </p><p></p><p>I run my campaign in a home brew world and my sessions are either bespoke creations or re-tailored published material to fit the campaign. That gives me a lot of room to just work around "missed" info. </p><p></p><p>If I really need the party to see/do something to move the plot forward, I'm not above throwing in a big hook. </p><p></p><p>With the obelisk, if I felt it was so darn important, I wouldn't tell the players they missed anything, whether my fault or theirs--talk about ripping yourself out of the game! I would just have a NPC tell them about it, describe what they needed to know about it. Or find some other way to get the info to them or come up with another way to get them to the place that the obelisk was meant ot drive them to. </p><p></p><p>* GROGNARD WARNING - old man about to talk about back in his day *</p><p></p><p>I think this thinking comes from playing video games. I just started playing video games a couple years ago. I binged on Skyrim, went a long time without games, no I'm binging on Witcher 3. The community around these computer RPG seems really focused on not missing things. You can't program every possibility so it is possible that you may get stuck or not progress if you miss out on something and most players, I think, make liberal use of on-line forums and video walkthrough and save points to make sure they don't miss something. </p><p></p><p>I don't think you would think this way back in the pre-video game days. You would just change the story on the fly if you had to. In the 80s, there was fear of missing treasure, so you would have some players that would want to clear every room and tap every stone so they didn't miss out on loot, but the was never any fear of the getting "stuck" in the story, as far as I can recall.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7027625, member: 6796661"] I own and havae skimmed Storm King's Thunder. Is it that rail-roady that the game will grind to a halt if the DM fails to mention somthing or the characters just don't explore an area. I though it was designed to be sandboxey. No spoilers please as the OP is a player in this, but I'm not sure why the DM had to even bring it up. Kinda distracts from the game. I run my campaign in a home brew world and my sessions are either bespoke creations or re-tailored published material to fit the campaign. That gives me a lot of room to just work around "missed" info. If I really need the party to see/do something to move the plot forward, I'm not above throwing in a big hook. With the obelisk, if I felt it was so darn important, I wouldn't tell the players they missed anything, whether my fault or theirs--talk about ripping yourself out of the game! I would just have a NPC tell them about it, describe what they needed to know about it. Or find some other way to get the info to them or come up with another way to get them to the place that the obelisk was meant ot drive them to. * GROGNARD WARNING - old man about to talk about back in his day * I think this thinking comes from playing video games. I just started playing video games a couple years ago. I binged on Skyrim, went a long time without games, no I'm binging on Witcher 3. The community around these computer RPG seems really focused on not missing things. You can't program every possibility so it is possible that you may get stuck or not progress if you miss out on something and most players, I think, make liberal use of on-line forums and video walkthrough and save points to make sure they don't miss something. I don't think you would think this way back in the pre-video game days. You would just change the story on the fly if you had to. In the 80s, there was fear of missing treasure, so you would have some players that would want to clear every room and tap every stone so they didn't miss out on loot, but the was never any fear of the getting "stuck" in the story, as far as I can recall. [/QUOTE]
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General Tabletop Discussion
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DM forgets to mention and describe a plot point, how should that be addressed?(Storm King's Thunder:possible minor spoilers)
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