Number47
First Post
Sometimes it's railroading or plot-nazi, but sometimes it's something else. There are a lot of groups out there who simply WANT the DM to tell them what to do and where to go. It can be very frustrating.
For those who think they could never run a campaign where NPCs have independent motivations, it can be easier than you think. The key is to simply have an idea of what an NPC is about, then make stuff up as you go along. You do NOT need to have plans written down for everything everybody wants to do five months in advance. Just say to yourself, "the party has been gone from town for a month. What has happened in that time based on competing goals of NPCs, and outside forces?"
If the PCs haven't been somewhere for about a month or more, make sure that things are different in a noticeable way when they return. Do this even if you don't have a real reason that things changed. This is what gives them the impression that the world changes around them. A great thing to do is to make some important, random change. As the player discuss what it could possibly mean, use their ideas to develop what it really does mean. It makes them feel smart for getting the right answer, or close to it, and they will never question it later because it made sense to them at the time.
Example: the group notices a large force of city guards leave the main gate and head into the woods. As far as the group knows, they don't return. Nobody in the city talks about it. In fact, nobody is willing to acknowledge that the guards left at all. Why did this happen? Let the PCs decide!
Ok, rambling done now.
For those who think they could never run a campaign where NPCs have independent motivations, it can be easier than you think. The key is to simply have an idea of what an NPC is about, then make stuff up as you go along. You do NOT need to have plans written down for everything everybody wants to do five months in advance. Just say to yourself, "the party has been gone from town for a month. What has happened in that time based on competing goals of NPCs, and outside forces?"
If the PCs haven't been somewhere for about a month or more, make sure that things are different in a noticeable way when they return. Do this even if you don't have a real reason that things changed. This is what gives them the impression that the world changes around them. A great thing to do is to make some important, random change. As the player discuss what it could possibly mean, use their ideas to develop what it really does mean. It makes them feel smart for getting the right answer, or close to it, and they will never question it later because it made sense to them at the time.
Example: the group notices a large force of city guards leave the main gate and head into the woods. As far as the group knows, they don't return. Nobody in the city talks about it. In fact, nobody is willing to acknowledge that the guards left at all. Why did this happen? Let the PCs decide!
Ok, rambling done now.