Uller
Adventurer
I've seen a few references here and there about DMs who come to the table with a story in mind and attempt to manipulate the game to allow his plot to unfold.
A few "veteran" sources have recently spoken out against this sort of thing. EGG said in an on-line interview that D&D is not a story. The story is what you tell afterwards. Ray Winninger said in Dragon #293 in his Dungeoncraft article that he creates "situations" not stories. He essentially places interesting things around the PCs and lets things play out in reaction to the actions (or lack thereof) of the PCs.
I profoundly agree with both these. When I DM, I want the players to tell me a story. I just give them the elements of it (characters, plot devices, etc). When I play, I want to be the master of my own fate. Not a puppet.
When I create an adventure, I rarely have any sort of plot in mind. I place monsters and NPCs and bits of information around and allow the PCs to explore and act however they want. The NPCs have plans of their own, but those plans can certainly change in reaction to what the PCs do or don't do. Sometimes the NPCs may plan to capture or kill one or more of the NPCs...but I don't know if that will happen or not.
However, I do sometimes tell a "story" to the players. Usually, though this story is not about the PCs (although they can often affect it's outcome).
For instance, one of the adventure's I'm currently running involves the murder of a merchant and his familly in their home. The PCs were hired by the merchant's brother to clear the home of any evil that lurks there and (failing that) retrieve a familly hierloom. There are all sorts of clues about who murdered the family and why scattered about the home. The "story" I'm telling the PCs is about the murder, the events leading up to it and those that participated in it.
Events are still unfolding though, so if the PCs figure out who "dunnit", future adventures could take place. They could try to bring he murderer(s) to justice and foil their future plans. They could investigate more about what the various NPCs were doing to find out more about their motivations etc. They make some useful friends or some powerful enemies along the way. I have no idea how it will all turn out and won't do anything to manipulate events. I will have the various NPCs react in logical and (more importantly) interesting ways. But that's about it.
So...are you a plot-nazi? Do you decide in advance that in order for your adventure to be successful, PC X must get poisoned by NPC Y and the PCs must decide to go off in a certain direction? There will always be a certain amount of railroading and metagaming for the PCs to get to the adventure in order to keep the PCs from going off on a tangent, but at some point you have to allow the PCs a certain amount of freedom to determine their own path...
I do my own railroading, but only after the players have decided a course of action. At the beginning of a campaign, I railroad them into one (short) adventure. This allows everyone to create a character and jump right into the excitement. During this adventure (and all subsequent ones), I pepper them with hooks for future adventures. As it comes to a close, I ask them to decide what they are going to do next. Then I prepare the next adventure accordingly. If at some point, they get off track, that's okay by me. They can return to the adventure where they left off, but time will have advanced and events will have happened.
So...that's my $3.50.
A few "veteran" sources have recently spoken out against this sort of thing. EGG said in an on-line interview that D&D is not a story. The story is what you tell afterwards. Ray Winninger said in Dragon #293 in his Dungeoncraft article that he creates "situations" not stories. He essentially places interesting things around the PCs and lets things play out in reaction to the actions (or lack thereof) of the PCs.
I profoundly agree with both these. When I DM, I want the players to tell me a story. I just give them the elements of it (characters, plot devices, etc). When I play, I want to be the master of my own fate. Not a puppet.
When I create an adventure, I rarely have any sort of plot in mind. I place monsters and NPCs and bits of information around and allow the PCs to explore and act however they want. The NPCs have plans of their own, but those plans can certainly change in reaction to what the PCs do or don't do. Sometimes the NPCs may plan to capture or kill one or more of the NPCs...but I don't know if that will happen or not.
However, I do sometimes tell a "story" to the players. Usually, though this story is not about the PCs (although they can often affect it's outcome).
For instance, one of the adventure's I'm currently running involves the murder of a merchant and his familly in their home. The PCs were hired by the merchant's brother to clear the home of any evil that lurks there and (failing that) retrieve a familly hierloom. There are all sorts of clues about who murdered the family and why scattered about the home. The "story" I'm telling the PCs is about the murder, the events leading up to it and those that participated in it.
Events are still unfolding though, so if the PCs figure out who "dunnit", future adventures could take place. They could try to bring he murderer(s) to justice and foil their future plans. They could investigate more about what the various NPCs were doing to find out more about their motivations etc. They make some useful friends or some powerful enemies along the way. I have no idea how it will all turn out and won't do anything to manipulate events. I will have the various NPCs react in logical and (more importantly) interesting ways. But that's about it.
So...are you a plot-nazi? Do you decide in advance that in order for your adventure to be successful, PC X must get poisoned by NPC Y and the PCs must decide to go off in a certain direction? There will always be a certain amount of railroading and metagaming for the PCs to get to the adventure in order to keep the PCs from going off on a tangent, but at some point you have to allow the PCs a certain amount of freedom to determine their own path...
I do my own railroading, but only after the players have decided a course of action. At the beginning of a campaign, I railroad them into one (short) adventure. This allows everyone to create a character and jump right into the excitement. During this adventure (and all subsequent ones), I pepper them with hooks for future adventures. As it comes to a close, I ask them to decide what they are going to do next. Then I prepare the next adventure accordingly. If at some point, they get off track, that's okay by me. They can return to the adventure where they left off, but time will have advanced and events will have happened.
So...that's my $3.50.