Celebrim
Legend
Cadfan said:Why?
One of my best quantum leaps in DMing skill, lets call it, came when I realized that I should be prepping plan resolution instead of goal resolution.
I think you are really talking about two different things at this point. It's good to be able to plan for PC actions. Nothing sucks worse as a DM than the PC's deciding now is a great time to sneak into the foil's fortress, when you weren't planning on direct conflict between the foil and the PC's for many sessions and never bothered to map out his fortress. It's a really good thing when this plan emerges near the end of a session so you can prep for the plan. There is nothing wrong with avoiding painting anywhere but where the PC's plan to travel if you can.
It's quite another thing to insist that the PC's can only go where you've already painted. The skill challenge seems to suggest the later more than the former. It's more along the lines of 'The road is lined on both sides with an impassably dense forest.... No you can't just chop down the trees, they are too dense. Didn't you here me say it was impassable?... Now, do you want to go down the road or not?'
So I encourage the players to talk things over before they go to the Duke. To plan ahead, and get everyone "on message." They roleplay a little bit. This has two purposes. First, it lets them act in character, and that's healthy. Second, it lets me listen in, and write my notes on the encounter to explicitly address the player's plan.
Everyone has a richer experience as a result.
*sigh* You know, I don't know where you find those players. Even the best most mature most fun players to game with I've ever had weren't nearly so agreeable. Do you find 'Knights of the Dinner Table' funny? Cause I find it freaking hilarious and I'm inclined to think you don't really get the joke because its stuff that doesn't happen to you.
You mean you've never had that hyper competititve schemer in the party who never reveals any of the details of his plan until the very last minute so that a) he gets to look cool for having thought of such a creative plan and b) he gets to see just how quickly the DM can cope and maybe catch him off gaurd?
You've never had that group that either goes into the other room or spends the whole week emailing each other to create a master plan so that the DM won't be able to 'cheat' by prepping for a particular course of action?
"Screw this! I'm sick of trying to rescue this stupid princess from this stupid necromancer. Lets become pirates!"
There are DMs on this boards that will tell you that they prefer players like that because when the players take control of thier own destiny, then they are having the sort of game that they want to play and they aren't bored. BA's equivalent of 'Let's become pirates!' was 'Let's become big game hunters!' And heck, I played in one game where we really did become pirates.