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 to do a _subtle_ railroad? Or alter plot entirely?
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="Schmoe" data-source="post: 4421904" data-attributes="member: 913"><p>Personally, I think I'm a lot like Joshua Randall - I want the players to make the decisions on where the campaign goes, but I can't help but think up grand schemes in the background. I tend to alter my schemes based on what the players do, and I only prepare a few sessions in advance, so I'm not sure I've been in your situation. I have a couple questions for you to ponder, though.</p><p></p><p>1. Why do layers 2&3 (which the players haven't really encountered yet) have to be so disconnected from the followup of layer 1? Can you just tweak layers 2&3 slightly to connect them a little more?</p><p></p><p>2. Why do you assume the player's plans won't change as new information comes to light?</p><p></p><p>3. Why is it so important that the deeper layers become revealed early in the campaign?</p><p></p><p>The way I see it, exposition of plot information is your key to pacing and guiding the adventure. I would try to tie things together a little more tightly, so that as the PCs pursue the first layer, they reveal more and more about some of the hidden layers. In addition, I'd continue the plans of the hidden layers in the campaign background, and let the players see indication of the progressing plans at an appropriate point. This way the players don't feel rail-roaded, and they can continue to ignore the deeper layers if they wish. But if they do decide to pursue the deeper layers, they'll have to live with the thought of "What if we hadn't ignored those clues we found earlier." They'll be able to see the genuine consequences of their decisions.</p><p></p><p>So my advice would be, use your plot as a guideline for the plans of the adversaries, but let the player's decisions impact how those plans play out. Use piecemeal information from interrogated NPCs, helpful allies, journals, symbols, ancient texts, and whatever else you can think of to influence player decisions. Recycle what you can, and change what you must. Remember, the adversaries should react the the PCs' plans just as the PCs will react to the adversaries' plans.</p></blockquote><p></p>
[QUOTE="Schmoe, post: 4421904, member: 913"] Personally, I think I'm a lot like Joshua Randall - I want the players to make the decisions on where the campaign goes, but I can't help but think up grand schemes in the background. I tend to alter my schemes based on what the players do, and I only prepare a few sessions in advance, so I'm not sure I've been in your situation. I have a couple questions for you to ponder, though. 1. Why do layers 2&3 (which the players haven't really encountered yet) have to be so disconnected from the followup of layer 1? Can you just tweak layers 2&3 slightly to connect them a little more? 2. Why do you assume the player's plans won't change as new information comes to light? 3. Why is it so important that the deeper layers become revealed early in the campaign? The way I see it, exposition of plot information is your key to pacing and guiding the adventure. I would try to tie things together a little more tightly, so that as the PCs pursue the first layer, they reveal more and more about some of the hidden layers. In addition, I'd continue the plans of the hidden layers in the campaign background, and let the players see indication of the progressing plans at an appropriate point. This way the players don't feel rail-roaded, and they can continue to ignore the deeper layers if they wish. But if they do decide to pursue the deeper layers, they'll have to live with the thought of "What if we hadn't ignored those clues we found earlier." They'll be able to see the genuine consequences of their decisions. So my advice would be, use your plot as a guideline for the plans of the adversaries, but let the player's decisions impact how those plans play out. Use piecemeal information from interrogated NPCs, helpful allies, journals, symbols, ancient texts, and whatever else you can think of to influence player decisions. Recycle what you can, and change what you must. Remember, the adversaries should react the the PCs' plans just as the PCs will react to the adversaries' plans. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
DM to do a _subtle_ railroad? Or alter plot entirely?
Top