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
*Dungeons & Dragons
DMG 2024: Is The Sandbox Campaign Dead?
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="Oofta" data-source="post: 9557393" data-attributes="member: 6801845"><p>It seems like you're getting caught up in the use of the word "story" and putting too much emphasis their use of it. If you look at the adventures section, it's just general advice on how to present and tie together encounters and how to wrap things up with an emphasis on more than one possible ending. But I think the adventure section clarifies what they mean (bold added)</p><p></p><p style="margin-left: 20px">But while it’s worthwhile to compare an adventure to these other forms of storytelling, remember that <strong>an adventure isn’t a complete story until you play it</strong>. Your players are coauthors of the story with you, and the events of the story shouldn’t be predetermined; the actions of the players’ characters have to matter. For example, if a major villain shows up before the end of the adventure, the adventure should allow for the possibility that the heroes defeat that villain. Otherwise, players can feel as if they’ve been railroaded—set onto a course that has only one destination or outcome, no matter how hard they try to change it.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You might find it helpful to think about an adventure not as a narrative that arcs from beginning to end with little chance for deviation, but more in terms of situations that you are presenting to the characters. <strong>The adventure unfolds organically from the players’ responses to the situations you present</strong>.</p> <p style="margin-left: 20px"></p><p>So yes, the DM sets the stage and introduces the protagonists, but the outcome is dependent on what the characters do. As a side note, I'm glad they emphasize this and that sometimes the villain loses when you didn't expect it.</p><p></p><p>So I'm just trying to understand what the issue is by going back to what the book says.</p><p></p><p><strong>EDIT</strong>: to be clear I'm doing my best not to twist anyone's words but the section on designing adventures one of the things they talk about is that what you plan should be based on player input. It's basically how I explained what I do in my campaigns.</p><p></p><p style="margin-left: 20px"><strong>Direct Input.</strong> Ask your players what they want to do in a campaign. Regularly inquire about how they think the campaign is going, what they’d like to experience more of, and what elements they’d like to explore further. After a session concludes and between sessions are great times to ask players for thoughts about the campaign.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Indirect Input.</strong> The choices a player makes, starting at character creation, can indicate what they want to see in the game. For example, a Rogue player likely wants opportunities for subtlety or skulduggery, while a Barbarian player likely craves combat. Take note of what encounters players are enthusiastic about, and seek ways to help the players’ characters shine.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9557393, member: 6801845"] It seems like you're getting caught up in the use of the word "story" and putting too much emphasis their use of it. If you look at the adventures section, it's just general advice on how to present and tie together encounters and how to wrap things up with an emphasis on more than one possible ending. But I think the adventure section clarifies what they mean (bold added) [INDENT]But while it’s worthwhile to compare an adventure to these other forms of storytelling, remember that [B]an adventure isn’t a complete story until you play it[/B]. Your players are coauthors of the story with you, and the events of the story shouldn’t be predetermined; the actions of the players’ characters have to matter. For example, if a major villain shows up before the end of the adventure, the adventure should allow for the possibility that the heroes defeat that villain. Otherwise, players can feel as if they’ve been railroaded—set onto a course that has only one destination or outcome, no matter how hard they try to change it.[/INDENT] [INDENT][/INDENT] [INDENT]You might find it helpful to think about an adventure not as a narrative that arcs from beginning to end with little chance for deviation, but more in terms of situations that you are presenting to the characters. [B]The adventure unfolds organically from the players’ responses to the situations you present[/B].[/INDENT] [INDENT][/INDENT] So yes, the DM sets the stage and introduces the protagonists, but the outcome is dependent on what the characters do. As a side note, I'm glad they emphasize this and that sometimes the villain loses when you didn't expect it. So I'm just trying to understand what the issue is by going back to what the book says. [B]EDIT[/B]: to be clear I'm doing my best not to twist anyone's words but the section on designing adventures one of the things they talk about is that what you plan should be based on player input. It's basically how I explained what I do in my campaigns. [INDENT][B]Direct Input.[/B] Ask your players what they want to do in a campaign. Regularly inquire about how they think the campaign is going, what they’d like to experience more of, and what elements they’d like to explore further. After a session concludes and between sessions are great times to ask players for thoughts about the campaign.[/INDENT] [INDENT][/INDENT] [INDENT][B]Indirect Input.[/B] The choices a player makes, starting at character creation, can indicate what they want to see in the game. For example, a Rogue player likely wants opportunities for subtlety or skulduggery, while a Barbarian player likely craves combat. Take note of what encounters players are enthusiastic about, and seek ways to help the players’ characters shine.[/INDENT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
DMG 2024: Is The Sandbox Campaign Dead?
Top