WayOfTheFourElements
Hero
When combat is seen as an obstacle between A and B, as opposed to a natural consequence of attempting to reach B, the game becomes more like an obstacle course an adventure.
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I would say the complete opposite. When I write an adventure, the only thing I know for sure is how I intend to start it. How I hope it will unfold and how I think it will end. Players make sure that my hopes will be crushed, reduced to powder, mixed with water, baked and formed into something unexpected that I would not expect.In fact, I’d say DMs who write stories out ahead of time are undermining the goal of play. If the story is already written, the players are merely acting it out rather than creating it.
I think you’ve misunderstood me. What you say irks you is what I was saying undermines the goal of play. Having a planned start to your adventure, a resolution in mind, and some idea of what shape you expect the adventure to take is just standard adventure prep. But the point is for the story to emerge through playing the adventure, rather than for the adventure having a pre-planned story for the players to “experience.”I would say the complete opposite. When I write an adventure, the only thing I know for sure is how I intend to start it. How I hope it will unfold and how I think it will end. Players make sure that my hopes will be crushed, reduced to powder, mixed with water, baked and formed into something unexpected that I would not expect.
It is exactly for those moments, where the players breaks my expectations and surprise me that I love being the DM. If they don't, no problems, I'll have a story anyways.
What irks me, is when a DM pushes the players to do the story that HE wants, going as far as punishing players for doing the unexpected. These are the bad DMs.
One devious tactic I recently used was a manticore following the characters for a whole day, never getting in bow range. But when the players got in combat with orcs, the manticore attacked them with tail spikes from a far. It went on an other two days when the ranger finally thought of hiding the group and lay a trap for the manticore with an illusion. Since the group was not distracted as the manticore thought they finally got it. But a simple combat became quite a story. They will remember that manticore a long time.
Combat can be its own story.
One way to quickly get the players (and yourself) engaged is simply to cheer for the monsters with a smile on your face. "19! Yay! 7 damage! Take that, Desmond, and feel the pain!" This tends to get the players cheering for their side, and thus more into the whole thing.
One thing I’ve observed as a DM is that encounters feel less tense from our side of the screen because we have more information than the players do. I’ve had many encounters that I knew the players would win, but that the players thought they were losing and felt relieved that they managed to survive. The first few times I thought maybe they weren’t as good at assessing encounter difficulty (many of my regular players are fairly new to D&D), but after seeing it happen so consistently I realized it was because I knew how much HP all the monsters had, so I could tell fairly easily how close the players were to winning, while all they saw was “oh my god, I’m bloodied and this guy still isn’t dead yet!”