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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Do you prefer your character to be connected or unconnected to the adventure hook?
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="Nytmare" data-source="post: 8082249" data-attributes="member: 55178"><p>Think of a game set up more like a Plinko board instead of a sliding board.</p><p></p><p>Yes, in retrospect, you can say easily point out what the string of events were and see what steps logically lead from one to the other. But looking at it from the other end when you're starting out, especially when so many of those possible plot points are variable, <em>or haven't even been written yet</em>, all you're looking at is a sea potential outcomes.</p><p></p><p>As an example, the sandbox I'm running right now is driven by exploration and rolling on charts. I did some prep work: the mountains are here, the deserts are over there, difficulty ramps up roughly like so. I threw in some stand alone dungeons and populated some random encounter tables to describe how the map will be <em>further </em>populated, but any story that unfolds in the game happens as the players make decisions as to what goals their characters are setting for themselves.</p><p></p><p>The group bounced hard off an intro "save a kid from an evil crypt" and party wiped. Instead of picking up and continuing along that same thread, they decided to see where their new characters' starting rumors lead them. </p><p></p><p>Starting rumors are a direction, a distance, a random pick off the "36 Dramatic Situations" list, and three tarot cards. The rumor they decided to follow was built off of: South - 1 hex - sacrifice of loved ones - health problems in the past - has caused theft right now - which might lead to rebirth. I decide that story hook will be that there's a cult paying people for corpses for some ritual to turn their dying cult leader into a vampire. The character noticed that rumors of grave robbing and suspicious disappearances increased right about when they started hearing stories about a robed figure in a skiff who would pay you a bag of silver coins for a corpse.</p><p></p><p>I have no end point for that story. The players can play with it and do whatever they want to it. The "B" plot point gets decided on after the fact, and in response to what the characters decide to do. Do they rush off to stop it? Do they become grave robbers? Do they decide to roll the mysterious figure and rob them?</p><p></p><p>Yes. When it's all said and done, the story line will be linear, but the experience is just one path on an ever expanding tree of possible story lines.</p><p></p><p>Even that intro adventure wasn't linear till the players decided on their goals. The players assumed that the kid was dead. Two of them were going in to recover the body. One was just in it to loot the crypt. One of them was trying to keep everyone else safe. And the last one was trying to glean some kind of information off of the writings on the crypt walls which would have, had they deciphered the script, lead to a roll on a chart to see what <em>other </em>world-building information it gave them about the vast unknown wilderness.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 8082249, member: 55178"] Think of a game set up more like a Plinko board instead of a sliding board. Yes, in retrospect, you can say easily point out what the string of events were and see what steps logically lead from one to the other. But looking at it from the other end when you're starting out, especially when so many of those possible plot points are variable, [I]or haven't even been written yet[/I], all you're looking at is a sea potential outcomes. As an example, the sandbox I'm running right now is driven by exploration and rolling on charts. I did some prep work: the mountains are here, the deserts are over there, difficulty ramps up roughly like so. I threw in some stand alone dungeons and populated some random encounter tables to describe how the map will be [I]further [/I]populated, but any story that unfolds in the game happens as the players make decisions as to what goals their characters are setting for themselves. The group bounced hard off an intro "save a kid from an evil crypt" and party wiped. Instead of picking up and continuing along that same thread, they decided to see where their new characters' starting rumors lead them. Starting rumors are a direction, a distance, a random pick off the "36 Dramatic Situations" list, and three tarot cards. The rumor they decided to follow was built off of: South - 1 hex - sacrifice of loved ones - health problems in the past - has caused theft right now - which might lead to rebirth. I decide that story hook will be that there's a cult paying people for corpses for some ritual to turn their dying cult leader into a vampire. The character noticed that rumors of grave robbing and suspicious disappearances increased right about when they started hearing stories about a robed figure in a skiff who would pay you a bag of silver coins for a corpse. I have no end point for that story. The players can play with it and do whatever they want to it. The "B" plot point gets decided on after the fact, and in response to what the characters decide to do. Do they rush off to stop it? Do they become grave robbers? Do they decide to roll the mysterious figure and rob them? Yes. When it's all said and done, the story line will be linear, but the experience is just one path on an ever expanding tree of possible story lines. Even that intro adventure wasn't linear till the players decided on their goals. The players assumed that the kid was dead. Two of them were going in to recover the body. One was just in it to loot the crypt. One of them was trying to keep everyone else safe. And the last one was trying to glean some kind of information off of the writings on the crypt walls which would have, had they deciphered the script, lead to a roll on a chart to see what [I]other [/I]world-building information it gave them about the vast unknown wilderness. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Do you prefer your character to be connected or unconnected to the adventure hook?
Top