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<blockquote data-quote="Ilbranteloth" data-source="post: 6801385" data-attributes="member: 6778044"><p>In an earlier post you (or whoever first) outlined that they had to get the rod to find the pudding, and the mace to kill the monster (Jell-o? I don't remember which dessert was involved).</p><p></p><p></p><p></p><p>I don't believe in filler either (well, it exists, but I don't like it...). My point is that the group might have a specific goal - get the pudding. In the process of searching for the mace in the tower, they learn of a potential cookie in another location. They can decide to ignore it and continue to search for the pudding, they can opt to look for the cookie now, and if so they can return to looking for the pudding or not later, or they can look for the cookie after they find the pudding, etc. Heck, they could even decide that the pudding and cookie just aren't worth the trouble and go someplace else.</p><p></p><p>But when exploring a world, you'll come across all sorts of things, any of which might be more interesting than what you're currently doing, or worth checking out now the the opportunity presents itself. It could just be a secret passage in the tower that they find after they've located the mace. It doesn't have anything to do with the pudding at all. </p><p></p><p>If everything that the PCs do lead eventually lead them to the pudding, and you don't introduce any elements that would give them alternative options for their adventuring fun for the day, then it's just a railroad. No matter what you do today, you will be heading toward the pudding. It's the details that are unknown and we'll be filling those in. I'm not saying that's bad, it all depends on what the group wants. I just don't see that as realistic. </p><p></p><p>I tend not to prep story at all. The PCs make their decisions based on what they find, etc. But there are lots of potential plot threads for them to develop. Since I DM D&D in the Forgotten Realms I have lots of world material to work with, which I have added to extensively over the last 30 years, mostly through playing. Actually, it's we, because the players have added a lot to it themselves. So if they are in Daggerford, there are a good number of people that I (and often they) already know about, they know what they do, what they like, and if they are involved in anything beyond just a craft or something in the city. There are all sorts of adventure locales, some with maps and other details, others without. Rumors, secret organizations, etc. abound. The story is written as the PCs intersect with this complex world. All they have to do is wander around a bit, start asking questions, eavesdropping, or if they are somewhat renowned, somebody might search them out. A monster might attack, a storm might cause some destruction, or disease breaks out. They can choose what they decide to follow or investigate.</p><p></p><p>What I don't understand is, if everything was randomly determined, and particularly if the location of a given object, person, etc. is partially dependent upon the success or failure of a roll, how can you develop a campaign world with depth and consistency if you as the DM don't know stuff about it beforehand? I have potential antagonists going about their plans whether the PCs intervene or not. Even if they don't directly engage with them, their actions can still have an impact.</p><p></p><p></p><p></p><p>So I guess this is where it starts to lose me. Depending on the circumstance, I'd agree, not everything is determined ahead of time. There are some random events, encounters, NPCs, etc. I'm OK with that as part of the basic framework of the world. But I also view it as a living, breathing world that needs consistency. When you start with a clean slate, never adventured in the world before. Fair enough. But once those NPCs have been met, they exist. If they run into them again, there needs to be consistency. I guess if you're just keeping track of things as you build it you'll end up in the same place, but I get the feeling that more involved, deeper plots are difficult to pull together in that approach. </p><p></p><p>I guess you could say my approach is to write a background story - there is a rough timeline of 'planned' events typically in a given region. I might have other things in play on a larger scale. They don't have to be heavily details, and the timeline can easily change, especially based on what the PCs do. Based on your description, you have some of this already, a few maps, some stat blocks, etc. I guess the major difference is that I also have some active stories. If you're familiar with FR publications, this would be the 'current clack' section. Other rumors and activities may be developed on the fly.</p><p></p><p>I guess that the reality is that there is a continuum of prepared and random/on-the-fly things all of the time. A published adventure tends to lean heavily on the pre-planned. At the very least there's an intended end-game. I'm comfortable more in the middle. I like to think through things a bit more (duh) so I have a lot of semi-pre-planned activities going on in my head, and sometimes on (digital) paper to give me a head start in the event that the PCs intersect that story. After each session I typically have a bunch of ideas in reaction to the session. As that percolates over the week it tends to coalesce into a sort of 'prep' for the upcoming session, although it may never end up written down.</p><p></p><p>But I always have a pretty good idea of the various directions things can go if they stick with the current goal. If they change their goal (which they have done quite frequently), then it gets interesting. But that's also why I have a good idea of most of what's going on in the background so I can react quickly and consistently.</p><p></p><p>Ilbranteloth</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 6801385, member: 6778044"] In an earlier post you (or whoever first) outlined that they had to get the rod to find the pudding, and the mace to kill the monster (Jell-o? I don't remember which dessert was involved). I don't believe in filler either (well, it exists, but I don't like it...). My point is that the group might have a specific goal - get the pudding. In the process of searching for the mace in the tower, they learn of a potential cookie in another location. They can decide to ignore it and continue to search for the pudding, they can opt to look for the cookie now, and if so they can return to looking for the pudding or not later, or they can look for the cookie after they find the pudding, etc. Heck, they could even decide that the pudding and cookie just aren't worth the trouble and go someplace else. But when exploring a world, you'll come across all sorts of things, any of which might be more interesting than what you're currently doing, or worth checking out now the the opportunity presents itself. It could just be a secret passage in the tower that they find after they've located the mace. It doesn't have anything to do with the pudding at all. If everything that the PCs do lead eventually lead them to the pudding, and you don't introduce any elements that would give them alternative options for their adventuring fun for the day, then it's just a railroad. No matter what you do today, you will be heading toward the pudding. It's the details that are unknown and we'll be filling those in. I'm not saying that's bad, it all depends on what the group wants. I just don't see that as realistic. I tend not to prep story at all. The PCs make their decisions based on what they find, etc. But there are lots of potential plot threads for them to develop. Since I DM D&D in the Forgotten Realms I have lots of world material to work with, which I have added to extensively over the last 30 years, mostly through playing. Actually, it's we, because the players have added a lot to it themselves. So if they are in Daggerford, there are a good number of people that I (and often they) already know about, they know what they do, what they like, and if they are involved in anything beyond just a craft or something in the city. There are all sorts of adventure locales, some with maps and other details, others without. Rumors, secret organizations, etc. abound. The story is written as the PCs intersect with this complex world. All they have to do is wander around a bit, start asking questions, eavesdropping, or if they are somewhat renowned, somebody might search them out. A monster might attack, a storm might cause some destruction, or disease breaks out. They can choose what they decide to follow or investigate. What I don't understand is, if everything was randomly determined, and particularly if the location of a given object, person, etc. is partially dependent upon the success or failure of a roll, how can you develop a campaign world with depth and consistency if you as the DM don't know stuff about it beforehand? I have potential antagonists going about their plans whether the PCs intervene or not. Even if they don't directly engage with them, their actions can still have an impact. So I guess this is where it starts to lose me. Depending on the circumstance, I'd agree, not everything is determined ahead of time. There are some random events, encounters, NPCs, etc. I'm OK with that as part of the basic framework of the world. But I also view it as a living, breathing world that needs consistency. When you start with a clean slate, never adventured in the world before. Fair enough. But once those NPCs have been met, they exist. If they run into them again, there needs to be consistency. I guess if you're just keeping track of things as you build it you'll end up in the same place, but I get the feeling that more involved, deeper plots are difficult to pull together in that approach. I guess you could say my approach is to write a background story - there is a rough timeline of 'planned' events typically in a given region. I might have other things in play on a larger scale. They don't have to be heavily details, and the timeline can easily change, especially based on what the PCs do. Based on your description, you have some of this already, a few maps, some stat blocks, etc. I guess the major difference is that I also have some active stories. If you're familiar with FR publications, this would be the 'current clack' section. Other rumors and activities may be developed on the fly. I guess that the reality is that there is a continuum of prepared and random/on-the-fly things all of the time. A published adventure tends to lean heavily on the pre-planned. At the very least there's an intended end-game. I'm comfortable more in the middle. I like to think through things a bit more (duh) so I have a lot of semi-pre-planned activities going on in my head, and sometimes on (digital) paper to give me a head start in the event that the PCs intersect that story. After each session I typically have a bunch of ideas in reaction to the session. As that percolates over the week it tends to coalesce into a sort of 'prep' for the upcoming session, although it may never end up written down. But I always have a pretty good idea of the various directions things can go if they stick with the current goal. If they change their goal (which they have done quite frequently), then it gets interesting. But that's also why I have a good idea of most of what's going on in the background so I can react quickly and consistently. Ilbranteloth [/QUOTE]
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