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.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Gaming in an open enviroment
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="Justin Bacon" data-source="post: 2744986" data-attributes="member: 3795"><p>Well, not any well-developed plot lines. But it can be very beneficial to have several metaplots mapped out for the setting.</p><p></p><p>For example, when I run my Freeport campaign I've got four metaplots going on: The demonic rites of the original Freeport trilogy of modules; an opium war (adapted from the CITY OF LIES boxed set for L5R); a massive slaver operation; and (later) the power struggle resulting from Milton Drac's death.</p><p></p><p>I didn't have any of these plotted out in any particular detail (with the exception of the first; and that only by virtue that somebody else wrote the modules). But I had some rough notions about the direction they'd take IF THE PCs DIDN"T INTERFERE.</p><p></p><p>For example, I didn't want the world destroyed if the PCs decided not to bite on the plot hooks for the original Freeport trilogy, so I know that there'll be a different set of heroes who take it upon themselves to stop the world from being destroyed... but they wouldn't do a very good job of it and there'd be an Abyssal rift left open in the wak of the lighthouse disaster. So if the PCs don't do anything with that plot, I know that they'll hear about these young heroes who are distinguishing themselves; hear about their disgrace (say, maybe they could help try to catch them?); and then learn that they saved the city... well, kind of. Now there are devils all over the place.</p><p></p><p>Of course, in reality, the PCs tend to start getting involved in things. And as the campaign progresses, more things get layered in. Lift a little bit of material from the Focus on Freeport web features; hook it up to a heavily-modified PIT OF LOCH-DURNAN... What happens if they don't take that bait? Well, the demon power grows and eventually decides to spread its operation to the main land... Et cetera.</p><p></p><p>Which isn't to say that you can't run a campaign completely off-the-cuff. I've done that, too. But there can be a happy medium between "don't prepare anything" and "trying to prepare everything".</p><p></p><p></p><p></p><p>Or none of them are. Or only the DM is.</p><p></p><p></p><p></p><p>Again, I think you're ignoring the happy medium ground.</p><p></p><p>Another campaign I ran had a simple hook into it: The PCs screw up badly and unleash a horrible evil. A powerful mage moves in to contain the evil, but he can't actually stop it without three magical seals. He's going to be busy, but the PCs are low-profile, handy, and thoroughly tied up in the business already. There are those aware of the evil who think the PCs deliberately unleashed it, but this wizard thinks otherwise: But if they can't or won't help him out, he won't do anything to help them, either.</p><p></p><p>Right there you've got a bifurcation point: The PCs are quite free to decide NOT to help. In which case they become hunted fugitives from the secret coven of arcanists who think they're to blame... and also from the demonic forces they unleashed, because (having started things) they're essential for finishing them.</p><p></p><p>But, more likely, the PCs take the obvious plot hook and accept the campaign premise: The Quest for the Seals has begun.</p><p></p><p>But even here the PCs have a lot of latitude: They know where the seals are. How do they get there? What do they do once they get to where the seals are? Et cetera, et cetera, et cetera.</p><p></p><p>Again, there's a huge middle-ground between "having the players do nothing but speak lines of dialogue" and "have nothing resembling a plot in mind when you create the campaign".</p><p></p><p></p><p></p><p>That's actually not the same thing at all. It can be a useful tool to pick up on the theories the players are spinning and using them to fill in the blanks (or even replacing your own plans if their theories are cooler), but there's no reason why a <em>dominated</em> wizard should suddenly become a doppleganger simply because the PCs decide it must be true.</p><p></p><p>Justin Alexander Bacon</p><p><a href="http://www.thealexandrian.net" target="_blank">http://www.thealexandrian.net</a></p></blockquote><p></p>
[QUOTE="Justin Bacon, post: 2744986, member: 3795"] Well, not any well-developed plot lines. But it can be very beneficial to have several metaplots mapped out for the setting. For example, when I run my Freeport campaign I've got four metaplots going on: The demonic rites of the original Freeport trilogy of modules; an opium war (adapted from the CITY OF LIES boxed set for L5R); a massive slaver operation; and (later) the power struggle resulting from Milton Drac's death. I didn't have any of these plotted out in any particular detail (with the exception of the first; and that only by virtue that somebody else wrote the modules). But I had some rough notions about the direction they'd take IF THE PCs DIDN"T INTERFERE. For example, I didn't want the world destroyed if the PCs decided not to bite on the plot hooks for the original Freeport trilogy, so I know that there'll be a different set of heroes who take it upon themselves to stop the world from being destroyed... but they wouldn't do a very good job of it and there'd be an Abyssal rift left open in the wak of the lighthouse disaster. So if the PCs don't do anything with that plot, I know that they'll hear about these young heroes who are distinguishing themselves; hear about their disgrace (say, maybe they could help try to catch them?); and then learn that they saved the city... well, kind of. Now there are devils all over the place. Of course, in reality, the PCs tend to start getting involved in things. And as the campaign progresses, more things get layered in. Lift a little bit of material from the Focus on Freeport web features; hook it up to a heavily-modified PIT OF LOCH-DURNAN... What happens if they don't take that bait? Well, the demon power grows and eventually decides to spread its operation to the main land... Et cetera. Which isn't to say that you can't run a campaign completely off-the-cuff. I've done that, too. But there can be a happy medium between "don't prepare anything" and "trying to prepare everything". Or none of them are. Or only the DM is. Again, I think you're ignoring the happy medium ground. Another campaign I ran had a simple hook into it: The PCs screw up badly and unleash a horrible evil. A powerful mage moves in to contain the evil, but he can't actually stop it without three magical seals. He's going to be busy, but the PCs are low-profile, handy, and thoroughly tied up in the business already. There are those aware of the evil who think the PCs deliberately unleashed it, but this wizard thinks otherwise: But if they can't or won't help him out, he won't do anything to help them, either. Right there you've got a bifurcation point: The PCs are quite free to decide NOT to help. In which case they become hunted fugitives from the secret coven of arcanists who think they're to blame... and also from the demonic forces they unleashed, because (having started things) they're essential for finishing them. But, more likely, the PCs take the obvious plot hook and accept the campaign premise: The Quest for the Seals has begun. But even here the PCs have a lot of latitude: They know where the seals are. How do they get there? What do they do once they get to where the seals are? Et cetera, et cetera, et cetera. Again, there's a huge middle-ground between "having the players do nothing but speak lines of dialogue" and "have nothing resembling a plot in mind when you create the campaign". That's actually not the same thing at all. It can be a useful tool to pick up on the theories the players are spinning and using them to fill in the blanks (or even replacing your own plans if their theories are cooler), but there's no reason why a [i]dominated[/i] wizard should suddenly become a doppleganger simply because the PCs decide it must be true. Justin Alexander Bacon [url]http://www.thealexandrian.net[/url] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Gaming in an open enviroment
Top