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
*Pathfinder & Starfinder
How Do You Get Your Players To Stay On An Adventure Path?
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="Imaculata" data-source="post: 6722032" data-attributes="member: 6801286"><p>I hate railroading. My personal philosophy is: The story goes, where the players go.</p><p></p><p>What this means, is that my story is not dependent on the players going to a specific location. The players are free to go where they like, and I write the story around that. I already know where I roughly want the story to go, and the story proceeds regardless of where the players are in the world.</p><p></p><p>I also write location based stories, or side quests, if that's how you want to call them. But I refrain from having an obvious billboard at an inn with quests waiting to be completed. Instead, I present my players with situations, and propositions from characters, and its up to them if they want to get involved. Not getting involved, also has consequences. But I never force them to do a quest. This means that I sometimes prepare things, that end up not being used. The players even skipped an entire dungeon once, because they chose not to go into the catacombs (they didn't trust the motives of the npc, and rightly so).</p><p></p><p>Because my story does not rely on the players too much, it is easier to append the actions of the players to the story, and make them a whole. Its surprising how this loose way of storytelling, ends up feeling a lot more like a cohesive story than a railroaded adventure would.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6722032, member: 6801286"] I hate railroading. My personal philosophy is: The story goes, where the players go. What this means, is that my story is not dependent on the players going to a specific location. The players are free to go where they like, and I write the story around that. I already know where I roughly want the story to go, and the story proceeds regardless of where the players are in the world. I also write location based stories, or side quests, if that's how you want to call them. But I refrain from having an obvious billboard at an inn with quests waiting to be completed. Instead, I present my players with situations, and propositions from characters, and its up to them if they want to get involved. Not getting involved, also has consequences. But I never force them to do a quest. This means that I sometimes prepare things, that end up not being used. The players even skipped an entire dungeon once, because they chose not to go into the catacombs (they didn't trust the motives of the npc, and rightly so). Because my story does not rely on the players too much, it is easier to append the actions of the players to the story, and make them a whole. Its surprising how this loose way of storytelling, ends up feeling a lot more like a cohesive story than a railroaded adventure would. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
How Do You Get Your Players To Stay On An Adventure Path?
Top