[/QUOTE]
Quasqueton said:
I seem to end up with an inordinate amount of self-written/prepared adventure material that never gets used in my campaign. It seems that a lot of my time-consuming effort during the week is wasted when game time comes around.
I think the best suggestion in general is to stop spending so much time designing "interesting encounters" and spend more designing "personal encounters."
Quasqueton said:
I make up a lair of strange, evil monsters living in a cave complex too near a halfling village. In the game, the PCs discover the tracks of the strange creatures, and follow them back to the cave entrance. And then they walk away from the adventure and go elsewhere.
You were relying on a sense of what, boredom?, to drive the PCs into the dangerous life-n-death encounter. Most people when they spot a danger they can avoid, WILL do so.
Now, make this personal.
the night before...
Introduce the PCs to the family of halflings who live down by the lake, who offered them food and a warm dry place to rest on their trek, and who listened wide-eyed and in awe as the heroes recounted their stories, have little Jenna give one of the PCs a drawing of them sitting by the fire so that "when its all cold and you are camping outside you can look at this and remember the warm night you spent with us."
Then have them move on the next day, spot the tracks and realize this is a dangerous beast who is expanding his hunting ground for the winter... whose hunting may well range into jenna's family's comfy home... or to the stream where they go and get their water.
then see if they pass up the danger and just move on.
Quasqueton said:
I make an interesting and notable encounter with a local patrol who can give the PCs some useful information about the old abandoned temple they are heading to. And when the PCs spot the patrol on the road, they detour around them to avoid the encounter.
Do they have any reason to trust the patrol is not going to be a problem? Have you SHOWN THEM in the past these patrols being helpful good guys? Have they, for instance, seen a patroll helping a family whose wagon has gotten mired off road or had the patrols chatting with others about dangers? Have they seen little caution signs posted by the patrols at rest stops about the dangers?
if they had seen, had been shown by you before now, that the patrols can be helpful or at least a nice break from the drudgery of travel, would they have hid?
Quasqueton said:
I create an Assassin's Guild in the main city of the campaign. An assassin attacks the PCs in the night trying to kill a particular PC. The next morning the PCs decide to not bother investigating why they were attacked, and instead decide to just leave town.
What did they have in town that they should have second thoughts about leaving? What made leaving town a "tough choice?" What made staying vs leaving "personal issue"?
Quasqueton said:
I create a bandit gang with a special treasure. The PCs come across the recent remains of the bandits' attack, with clear evidence of who did it and where they may be now. But they figure they need to keep on their current travel, and so merely bury the dead and then walk away.
Well, if they need to keep on their current travel, then obviously they are doing something. Unless they are taksed with policing the streets, why should they stop.
Again, make it personal. If the dead people in the caravan were known to them, if say they had hitched on with this caravan as guards or just travelling companions a couple times before, if they knew them, if they flirted with the wagon master's daughter, and maybe even had stood together against raiders once... they would likely have felt more of a desire to hunt down the brigands.
You mention how you spent time to make the treasure the bandits had (which the PCs could not know of) "special".
if instead you had spent time to make the dead people
special to the PCs (after all, they are the trigger to get the PCs to go), you might have gotten a different reaction.
Quasqueton said:
In years past, these situations wouldn't have bothered me much. The unused material would get filed away for possible use in a later campaign. But now adays, with work, family, etc., time is a valuable thing -- and I don't have much of it. So the time spent creating encounters and adventures ignored is time wasted. It actually is frustrating, now.
As time has gone on and gotten shorter, much like my hair!, i have found i need to focus more in on what matters more. I find having the story be personal, having the players WANT to follow up not because "its what we are here for" or "well they got loot" but because "i want to do this", is far more rewarding for me and them.
So i wont expect them to just go "hey, lets follow the monster tracks to room 1" but i sure will expect them to "hey, we better get this thing or at least move it out of the area before it gets to jenna and dali."
Quasqueton said:
I don't want to railroad the PCs in my campaign. I want the PCs to have the freedom to chose their way through my world. But sometimes. . . it just gets aggravating when I've spent all my very limited free time making an adventure for the game, and it just gets ignored, bypassed, or missed.
Don't worry as much about making an adventure, as making something they will be interested in in character.
Quasqueton said:
Those of you who are DMs with jobs and families and other constraints on your D&D-creation time: do you have these feelings too? I don't want to be mad with the Players, as they are not intentionally "wasting my time" or anything like that. But sometimes, when I sit down to make up all the NPCs of the Assassins' Guild, I start wondering, "Is this even going to matter in the game?" When I start mapping out that dragon's lair, I start thinking, "Are they even going to go into it?"
I spend most of my time with the ongoing and interrelatiosn that tie events and decisions to the PCs. i don't care if the bandits have an interesting bauble as much as i care whether going after the bandits will be something the PCs want to do, need to do, wont sleep until they do.
if the PCs have strong desire to CHOOSE to pursue the bandits, then catching the bandits and getting revenge/justice becomes "the neato bauble" you were hoping would make them go "oh cool!"
So my advice would be to start off with "what will motivate character a" and do lists for each of them. Then start building encounters to make them occur. The best will be ones which take time, like several good caravan runs leading up to an eventual "oh my god, they killed louis" scenario start.
heck, have the wagon master's daughter not killed by taken off with the bandits.
Quasqueton said:
I'm having a sort of crisis of faith, here. Recently it seems that 50% of my work preparing for my game is wasted effort.
Quasqueton
it looks like too much of your effort is spent on the "once the party is hooked" side and not enough on the "we get the party hooked by..."
make it personal!