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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Free Will and Choices
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="Harlock" data-source="post: 1134121" data-attributes="member: 4545"><p>Yeah, Someone actually asked my opinion!</p><p></p><p></p><p></p><p>They matter a great deal. I tend to DM for my players. meaning I am there to serve them as a referee and guide the plot, but they can affect the plot and do what tey want so long as they are prepared for the world to continue on.</p><p></p><p></p><p></p><p>Couldn't the DM have saved a lot of time by simply having one door that had the trap that led to another room with the other door to whatever it was supposed to be? Kind of the glass half full or half empty thing: The glass is twice as big as it needs to be...</p><p></p><p></p><p></p><p>I see lots of questions like this on this board and wonder if people have forgotten how to hook. There's different levels of hooking. A DM can say "Oh by the way, while you were wadering through the streets you heard that a caravan was hijacked two countries south of here..." in reference to someone hording supplies in preparation for an onslaught or a DM can say, "The supply train that had your new +X magic sword of bad guy slaying never showed up. you've heard rumors that it was hijacked two countries south of here. The merchant you ordered from points to a sign that says, 'All sales final, no refunds' and shrugs." Giving PCs a personal stake in any plot hook makes it much more likely to snag them. It doesn't have to be as blatant as my example was even as that can grow obvious and boring as well, and at some point your players will challenge it to see what happens if they ignore it either by choice or by happenstance as they get sidetracked. But, as a player I must say I prefer a solid hook. Presenting me with 25 vague plot hooks is likely only to get me more confused as I try and figure out what the DM "really" wants me to do. It inspires second-guessing and distress in me as I wonder if by not taking hook A I am allowing some new Big Bad Evil Guy to rise to power or worse, if by doing hook A I am actually aiding his agenda. I play D&D to be heroic and do amazing and fun things. A Dm can hook me simply with the tried and true "The bad guy did this, you need to right this wrong". It all comes down to knowing your players. I've known DMs who do what the comic stated - giving the appearance of free will even if it is not there, and that is often times never known to players, so meh... who knows. Still as a DM, save yourself the trouble and just make the non trapped door in a room behind the trapped one.</p></blockquote><p></p>
[QUOTE="Harlock, post: 1134121, member: 4545"] Yeah, Someone actually asked my opinion! They matter a great deal. I tend to DM for my players. meaning I am there to serve them as a referee and guide the plot, but they can affect the plot and do what tey want so long as they are prepared for the world to continue on. Couldn't the DM have saved a lot of time by simply having one door that had the trap that led to another room with the other door to whatever it was supposed to be? Kind of the glass half full or half empty thing: The glass is twice as big as it needs to be... I see lots of questions like this on this board and wonder if people have forgotten how to hook. There's different levels of hooking. A DM can say "Oh by the way, while you were wadering through the streets you heard that a caravan was hijacked two countries south of here..." in reference to someone hording supplies in preparation for an onslaught or a DM can say, "The supply train that had your new +X magic sword of bad guy slaying never showed up. you've heard rumors that it was hijacked two countries south of here. The merchant you ordered from points to a sign that says, 'All sales final, no refunds' and shrugs." Giving PCs a personal stake in any plot hook makes it much more likely to snag them. It doesn't have to be as blatant as my example was even as that can grow obvious and boring as well, and at some point your players will challenge it to see what happens if they ignore it either by choice or by happenstance as they get sidetracked. But, as a player I must say I prefer a solid hook. Presenting me with 25 vague plot hooks is likely only to get me more confused as I try and figure out what the DM "really" wants me to do. It inspires second-guessing and distress in me as I wonder if by not taking hook A I am allowing some new Big Bad Evil Guy to rise to power or worse, if by doing hook A I am actually aiding his agenda. I play D&D to be heroic and do amazing and fun things. A Dm can hook me simply with the tried and true "The bad guy did this, you need to right this wrong". It all comes down to knowing your players. I've known DMs who do what the comic stated - giving the appearance of free will even if it is not there, and that is often times never known to players, so meh... who knows. Still as a DM, save yourself the trouble and just make the non trapped door in a room behind the trapped one. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Free Will and Choices
Top