Frustrated DM...

A great resource for these little quick changews ouor players love to make (bless their little hearts ;) ) is to have a stack of dungeons around as well. I filp through them periodicaly and I'll keep a few of the more interesting concepts in the forefront of my mind. Then when the players decide to run off and explore the interior of the dead gods head in the astral I pull out the nifty map of the dungeon and just fill in critters from the DMG, or the actual adventure if I liked it and they're appropriate.

Dungeon makes a relatively inexpensive method of getting some decent maps and some great things to mine for material. I've lost track of the number of "adventures" I've run out of the magazine that the writer would never recognize even if he was sitting at my table as a player. :D

If you have them, as basoomcore mentioned, old modules from the 1e and 2e days are great as well. I have lots of them and I ran my Pc's through a slightly modified Tome of Horrors. I had a blast even if they were ready to come at me over my Dm screen. :p

So if the folks decide to end slavery on the Ekribarian coast in my campaign I'll pull out the slaver series and run it with some minor changes for the night. Me and the Monster manual doing some quick stats as they go. They never need to know that the orc was missing half his stats and that I may have dropped one off his BAB. As long as you seem confident, they're happy.
 

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Let me add in my $0.02 with some examples, though it won't be much different than the already great advice presented here.

My DMing philosophy is generally that "the DM builds the world, but the players build the story by their actions within in." All I do is set the possibilities into motion. I come up with a few basic motivations ("Evil Group X wants to achive Y, and will be doing A, B, and C"), add in a few elements from the player's character background ("Player H hates undead, so lo, there are many undead to be hunted in the Barrowdowns"), and add some general staus quo encounters ("No one has ever returned from the Dungeon of Death!"), then turn the players loose to act on their own motivations.

Now, this means the players can go anywhere, and might surprise you, so how do you keep it under control? I use two techniques --"Current Clack", and. modular elements and adventures. I usually have a running list of rumors that the players have access to when the Gather Information upon entering a town or village, or conversing with an NPC -- about ten or so at anyu given time. Maybe two will be complete red herrings, two or three will be bits of local news that the players generally find dull (Farmer Jones has a new cow) but could later become something interesting (But it's really a demon cow in disguise!), and the rest point toward the primary adventure elements I have ready - -which are usually tied to different (though potentially linked) plotlines that I came up wityh early on. That way there's always two or three major options for characters to pursue, several of which are directly tied to their motivations, so I don't get surprised too often. I try to keep in mind adventures I'd like to run down the road, and begin dropping hints to those early. Sometimes they come into play, and sometimes not. I also update previous rumors that the party has heard over time, so some adventure hooks gradually disappear, or are taken care of by NPC adventurers (who are often parties the PCs have met, and might have a friendly or unfriendly rivalry with).

How do I prepare all those options without going crazy, or spending lots of long hours in preparation? Easy -- modules. I use a lot of preprublished adventures from all sources -- old Basic, 1E, and 2E adventures, 3E adventure path material, Dungeon magazine, d20 PDF and print publishers, free material from the Internet (you can build a huge library of adventure material just by downloading free stuff from the 'net). Now, I generally tweak those products to fit my specifics -- cahnging a few monsters; a key NPC might become one the PCs have encountered before, or an evil organization might become a campaign appropriate power group -- but I find that's much easier than creating a lot of stuff from scratch. I do create my own original material, to fill niches that aren't filled elsewhere, or provide link between other adventures, but I try to focus my time on the structure of the world (how the elements fit together) and make as much use of other peoples' stats, mechanics, and maps as possible.

Now, every now and then players will surprise me, and chase a red herring, or develop a burning desire to do something I hadn't prepared for. Here are some of my tricks for being prepared for that:

- I keep a blank flowchart in my DM notebook, that could be a chase scene, a wilderness exploration, or a random dungeon. This came in handy when the party decided to venture into the city sewers chasing a bad guy (and I hadn't prepared the sewers in advance).

- I keep a few lists of random NPCs and adventuring parties they can encounter (caravans, wandering merchants, and equally-matched party of competing adventurers). This way there's someone they can meet on the road, or talk to at an inn, to provide guidance or competition.

- I have a list of encounters that fit well for travelling, for when I need to shift gears, or change the pace of the adventure. Think of it as a wandering monster table, but it isn't random.

- I have a couple of generic "Side Trek"-type adventures I can stick in anywhere when the mood strikes or I need to tweak events -- usually a few Dungeon Mags thrown in my bag, plus whatever good idea I'd come up with lately for a small encounter that doesn't have a firm place in the rumor mill (like a raided, burned caravan that could lead to a search for bandits, or an ambush by xenophobic elves, or something).

Here's an example of how I put all that together, from the start of our current campaign over a year ago (you can check out the first page of diaglo's Story Hour to see how it turned out):

I decided to set the campaign around a small town (conveniently pre-statted from the FRCS, but without so much detail that it was easy to change things). The area has been raided by non-human monsters and some other forces, so I established a few gerneal goals for the various groups, then decided what their lairs would be based on some of the adventure material I had available (selecting the <i>Keep on the Borderlands</i>, <i>Sunless Citadel</i>, and "Raiders of Galath's Roost" from <i>Dungeon</i> as the starting options). I decided that running other Adventure Path modules might be a possibility down the road, so the general background information provided to the players included the information that the local dwarves had once had another home they were driven out of (Hint #1 for <I>Forge of Fury</i>) and that the area had once been raided by an enourmous red dragon (which could be a link to a number of different adventures).

Starting the campaign, the party of 1st level characters met and organized, and encountered a couple of original encounters I'd prepared to set the stage, at which point it was revealed that three major events had occured that the locals were concerned about (1) A little girl had been kidnapped by goblin-like creatures (<I>Sunless Citadel</i> hook), (2) A farm to the north was raided and a patrol of militia disappeared ("Galath's Roost" hook), and (3) caravans to a settlement to the south had been raided by goblins & hobgoblins (<I>Keep on the Borderlands</i> hook). Now, I didn't really want to run <i>Sunless Citadel</i> much, so I weighted the hooks a bit by offering a small fee to escort a new caravan southward. The party could take up any option -- but they chose to go south. I then closed the <i>Sunless Citadel</i> option by having another adventuring group take up that particular quest, and every time the party would return to town they'd hear about a missing party of adventurers, then that one lone adventurer had returned with the missing girl, but that a famous paladin was still missing ... (the players who were familiar with the adventure eventiually picked up the cues, and enjoyed the ongoing mystery about the wherabouts of Sir Bradford, even though they had no intention of running of to rescue him, though they certainly could have).

Regardless of which way the party went, I had a side trek encounter ready for them -- a toll bridge manned by a group of raiders that would lead to a raided farmhouse -- that I'd fit to the particular situation by changing the creatures and the hints left behind in their gear (also dropping in a masterwork weapon with the mark of a long-lost dwarven smith, <i>Forge of Fury</i> hint #2). The party eventually arrived at their desitnation and pursued their adventures; while they were doing that I was setting up future possibilities. Each time they returned to town they would hear a few different rumors; those plus a few escaped bad guys motivated their continuing adventures. They eventually did take the <i>Forge of Fury</i> hooks, but that's a story for another day ...

I've integrated a wide range of material using this technique, and everyone's seemed to have fun, and it really hasn't been that much work to do.

Good luck!
 
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I'm running an Exalted campaign, and am facing some of the same issues of Free Will vs. Scripting.

I think the best advice that I heard was to write the campaign like a play, with the players having no parts written out. They are relatively autonomous, and you have no things that they absolutely must do. The reprocussions of what happens can and should effect them in a logical pattern, and if the effects are large enough, they'll be swept up in them.

Say in Act 1 Scene 2 the duke is to be killed by his son... your players may discover this in Act 1 Scene 1 and either side with the duke or his heir... This will cause the act to turn out differently. That or, in Act 1 Scene 3, they find out the Duke is dead and they pursue that line, which shifts the emphasis of the play towards the son of the Duke and how they work with him. If they don't, Act 2 is the entirety of a bitter war between the Duke's Son and the Duke's Regent, which will undoubtedly suck in the players if they're either in the court politics or if they're in the country as freelance adventurers.

I find this ideal myself. The world turns with or without the input of the players, and I try to introduce the elements of this turning before it happens, as it happens, and after it happens. Recently, my players came across an assassination attempt as it was happening... I scripted the event to transpire and I gave them invitations to the party it would happen at. It was up to them to notice it, and they did... and it was up to them to do anything about it. They led an investigation that resulted in the death of the assassin.

The best part was, they didn't have to go to the party at all, and the plot wouldn't have met a dead end as I struggled to find some plot hook for them to stop the assassination attempt. If they instead opted to spend the night at home figuring out how to increase the profits of their trade, or decided to go patrol the night streets for criminals vigilante style, the assassin would have gotten away with it and they'd find out and could again, opt to intervene with the plot from a new direction after the big change was already made. That or they could just nod at it go "Oh that's too bad." and continue their own plans as long as they could, avoiding what was going on in the world... which would eventually lead to the plans of their potential opponents and allies not going awry, and then they'd meet the challenge of dealing with that.

When they did actually find and kill the assassin, I went through my roughly sketched "script" of the future and altered it, as the assassin's part was struck out, and things changed from that. The players got to accomplish something, I didn't prod them in the least with an NPC shouting "HERE TAKE MY PLOT!! AIIIGH!!!" and they're causing logical changes, some that they don't even know about. Later on, they'll see their changes and appreciate them when they actually matter I hope, and there will, with luck, be a sense of continuity for them.

They have however, been told that this is how the game is played. Right now they, as Exalted, are divinely empowered mortals... the movers and the shakers, but they aren't alone. There are hundreds like them plotting and planning daily, manipulating entire nations for great plots and petty ones alike. The entire onus of keeping up with, overcoming, or falling behind the others like themselves is in their hands. They can do it however they want, politically, militarily, economically (and they are), and change the world how they see fit.

All i have to do is figure out what happens when they do nothing or when they do something... that and have the stats handy for anything they opt to handle militarily or "personally."

It works fine. There's no illusion of free will, save the natural, realistic free will of say... me deciding to go to the market to buy groceries and the stock market jumping 32 points while I do so, also, some guy flips me off on the road and I honk and he honks too. The DM (or ST in Exalted's case) is handling the macrocosm of the world, the world's microcosmic reactions to the PCs, who are in charge of what they do, and the impact the latter has on the former. It is in no way, shape, or form, either a lofty and unrealistic goal, or is it necessarily a superior or inferior form of handling DMing. But, it does work fine... at least in a Storyteller system.
 
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Another thing occurs to me - don't be afraid to ask your players what they plan on doing next session. That will help you plan out what you need. Once the players choose one of your particular paths, they will probably stay on it for a while, and this will drastically reduce the number of contingencies you need to work on.

Sometimes you can kind of "bank" prep time, working on major confrontations several sessions down the road while the PC are working on things that don't require as much prep work. For example, you've detailed out the entire goblin lair before the PC's get there, and it will take them three sessions to clear it out. That means that you've got prep time for two sessions where you don't actually need to prep anything; use that time to work ahead, developing out the next series of NPC's and encounters.
 

Kid Charlemagne said:
Another thing occurs to me - don't be afraid to ask your players what they plan on doing next session. That will help you plan out what you need. Once the players choose one of your particular paths, they will probably stay on it for a while, and this will drastically reduce the number of contingencies you need to work on.

Sometimes you can kind of "bank" prep time, working on major confrontations several sessions down the road while the PC are working on things that don't require as much prep work. For example, you've detailed out the entire goblin lair before the PC's get there, and it will take them three sessions to clear it out. That means that you've got prep time for two sessions where you don't actually need to prep anything; use that time to work ahead, developing out the next series of NPC's and encounters.

This is how our group does it, and it's a great help to the DM. We're 24th level. Coming up with a good battle off the cuff is impossible. So we let our DM know what we're doing next session.

Couple of examples: the bad guys just jumped in on the wedding reception. We spent the evening doing wedding planning (of all things...), and then we did the wedding. At the end of the session, monsters and evil wizards attack... end of session. Now the DM will spend this week stating up those critters and planning some terrain. Next week we battle.

We also have a planar expedition coming up, so we also did our detective work, gave the DM a list of things we'll research, and where we're going and what we're doing. Our DM will prep the outer plane adventure before we get there.

The key is to telegraph your intentions as players. In your case, you need to get your players to buy into the idea.

PS
 



Two words for you: NPC Generator.

I got the one I use off this site. I think it's one of Jamis Buck's machines. It is truly awesome.

I had this game all written up to play this past weekend, and it turned out that in 6 hours we only got as far as the second sentence in my planned adventure, because the players were more interested in hanging around and waiting for something to happen at the slavers' headquarters from which they had just escaped. They knew a cart was coming in three days with supplies, so instead of wandering out into the snowy wilderness as I'd planned, they decided to wait for the cart to arrive.

I put a couple of patrols of kobolds in their way, but I knew that I'd need a cart of slavers, so I fired up the generator on my laptop and pumped out five level 1 slavers (3 warriors, a ranger/scout, and an expert to drive the cart). When the players did meet the cart, they had fairly well-fleshed-out enemies to fight.

Yeah, it's not for everyone--I'm lucky; I got a cheap used laptop for my DM needs. But if you can do it, get yourself an NPC generator, an NPC equipment generator, and something to come up with some quick on-the-fly treasure, and you're good to go.
 

I ran a (modern setting) game over the weekend. Beforehand, I noted out 8 NPCs- a vampire, his three lackeys, two ghoulish dogs, George (an 8-year-old boy), and Gina, probably George's mother, or at least his guardian. The vampire probably wanted George and Gina dead, though maybe he just wanted to kidnap them. I had a couple of options why. This was the extent of my pre-planning. The vampire and victims had names, but the rest were noted as "Huey, Dewie, Louis, Spot, and Rover", because I didn't know yet whether their names would ever be important. Somehow, the PCs were going to get involved in this plot, or it would at least go on around them if they wanted to ignore it.

When I got to the game saturday, we determined that the center of action would be in Boston, because one PC (a priest) lived there, another (a dropped-out law student) could relocate, and the other two were new PCs with no hardcoded geographical bits. Boston it was.

The priest teaches at a small Jesuit/catholic college in Boston. Another, a high-school age street kid, decided his character had gone to that school a couple years ago; still a third (an ex secret agent of some kind) had a reason to visit the occult library at this college. Presto, center of action.

(George instantly morphed into Georgia, a 16-year-old girl who attended the highschool affiliated with the college. Gina got a couple of years older.)

Huey and Dewie were spied by a PC as they cased the school and nearby subway. They showed up as strange to his second sight. He followed them onto the subway, got off at their stop, and lost them in the crowd.

(We lost about 45 minutes in this session as the PCs felt each other out, and went through the absurd "I see dead people. Do you see dead people?" phase seemingly required by modern settings. It seems so much simpler to get players to suspend disbelief and team up in medieval settings. I don't know why.)

Later that night, the priest, law student, and secret agent, having joined up, went clubbing, looking for supernatural evil or at least a good martini. Only the priest knew the teenager at all, and none of them yet knew he had seen Huey and Dewie, or that anything was afoot.

(I wasn't planning for anything to happen yet that night, the dasterdly duo would strike in the morning, but hey, if the PCs wanted to find some evil night life, who was I to object?)

They ran into the teen with a couple of his friends, who were working the floor at the club, stealing for a living I guess. (Finally, the whole party was together. This was like pulling teeth.) One of the team of pickpockets, who gets named "Andy", had failed to report back, but someone had seen him leave the club with a girl (Georgia, of course, who now solidified as definitely a bad herself, another vampire). The PCs searched the area, and found the kid sitting on the front steps of an apartment building, feeling light-headed. No visible marks though. He got sent to the hospital.

Cut to the next day. The PCs are converging on the school grounds for various reasons, and most of them spot Huey and Dewie arriving at the school. The lackeys go to the main office, bamboozle the secretary to get Gina's address (the PCs didn't see this part up close, so they don't know if it was magic or not), and head back to the subway. (Gina acquires a last name, it's important enough now [Haversford, the street where I went to a Halloween party friday night].) Two PCs follow discreetly. They eventually arrive (surprise) back at the apartment building where they found Andy last night.

Huey and Dewie go upstairs, followed by two PCs, one of whom is stealthy and the other is using something like "invisibility to supernaturals". (Huey and Dewie, I decide, are here to kill Gina, who is a vampire, and isn't supposed to have her half-vampire daughter in regular schools, going out to clubs and drinking blood, attracting attention to vampires).

Action ensues. The whole session went like this, with just-in-time decision making with regards to motives and plots, and the players never had to know any of it. Gina and George might have been vampires, trying to live quietly and not hurt anyone, which offended the villain. Or they might have been normal humans, his wife and daughter from before he was vamped, and he now either wanted them dead or undead. Huey and Dewie ended up being fairly competant badasses who escaped to fight another day, while Louis, with the same stats as the other two, ended up being a wannabe-vamp poser who liked to go to goth clubs and call attention to himself instead of laying low, which got him found, ambushed, interrogated, and killed by the PCs. Pretty much none of this except some stat outlines was predetermined.

This plot isn't over, but the rest of it is much more filled out, and the PCs are invested in it now, having decided to get involved when they figured out what was going on around them. Throughout, the players were free to go where they wanted and investigate what they wanted, but the action tended to find them. They have a lot of leads left to follow if they want to finish this up.

Don't worry too much about getting the PCs involved in the plot. Many players say they want a freeformish game world, but they also want it to be interesting, and it's almost always interesting when there's an evil plot afoot for them to foil.
 

Olgar Shiverstone said:
I've integrated a wide range of material using this technique, and everyone's seemed to have fun, and it really hasn't been that much work to do.

and we have a webgroup set up for the campaign. so we can chat OoC about where we are going, what are our motivations, rules questions, etc...

it should help keep down the chatter during the session. and at the same time give the DM some ideas.
 

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