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General Tabletop Discussion
*Dungeons & Dragons
DMG adventure design advice - a bit contradictory?
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<blockquote data-quote="pemerton" data-source="post: 9383198" data-attributes="member: 42582"><p>Well, this is where I think it is just flat-out contradictory.</p><p></p><p><em>Determine the events and encounters, the beginning and the end</em> does seem like Railroading 101.</p><p></p><p><em>Don't pre-determine events</em> and <em>present situations</em> could be close to the opposite. (I mean, there is language like that in DitV.)</p><p></p><p>I don't see how you can do both at once!</p><p></p><p>Key to the second mode - "running the adventure" - is <em>how to incorporate the output of the first mode</em>. D&D has, traditionally, tended to be very coy about this, just assuming that it is obvious.</p><p></p><p>It would be good for the DMG to actually discuss it.</p><p></p><p>For instance, if prep is mostly <em>drawing and keying a map</em>, and then the way that stuff gets used is by being "triggered" by the players saying that their PCs go to such-and-such a place on the map, <em>that could be explained</em>. There can also be a discussion of what sorts of fiction the GM can use to prompt the players to declare that their PCs go here or there on the map (these are [USER=6696971]@Manbearcat[/USER]'s "bread crumbs").</p><p></p><p>If prep is mostly about <em>preparing a list of interesting events</em> that might, or that probably will, happen, then some discussion of <em>how the GM decides to initiate those events</em> would be useful. The passage of in-game time is often assumed to be key here, but it is far from the only possibility!</p><p></p><p>And prep can take other forms too, such as preparing a list of interesting people and their motivations and goals, that are broadly antagonistic from the PCs' perspective. In which case good advice on how to bring those people onto the "stage", and how to decide how far they have progressed with their goals and how that relates to what the players have their PCs do, becomes very useful.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9383198, member: 42582"] Well, this is where I think it is just flat-out contradictory. [I]Determine the events and encounters, the beginning and the end[/I] does seem like Railroading 101. [I]Don't pre-determine events[/I] and [I]present situations[/I] could be close to the opposite. (I mean, there is language like that in DitV.) I don't see how you can do both at once! Key to the second mode - "running the adventure" - is [I]how to incorporate the output of the first mode[/I]. D&D has, traditionally, tended to be very coy about this, just assuming that it is obvious. It would be good for the DMG to actually discuss it. For instance, if prep is mostly [I]drawing and keying a map[/I], and then the way that stuff gets used is by being "triggered" by the players saying that their PCs go to such-and-such a place on the map, [I]that could be explained[/I]. There can also be a discussion of what sorts of fiction the GM can use to prompt the players to declare that their PCs go here or there on the map (these are [USER=6696971]@Manbearcat[/USER]'s "bread crumbs"). If prep is mostly about [I]preparing a list of interesting events[/I] that might, or that probably will, happen, then some discussion of [I]how the GM decides to initiate those events[/I] would be useful. The passage of in-game time is often assumed to be key here, but it is far from the only possibility! And prep can take other forms too, such as preparing a list of interesting people and their motivations and goals, that are broadly antagonistic from the PCs' perspective. In which case good advice on how to bring those people onto the "stage", and how to decide how far they have progressed with their goals and how that relates to what the players have their PCs do, becomes very useful. [/QUOTE]
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