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: 6723018" data-attributes="member: 6801286"><p>Actually, it does both. Certain events continue even if the players are not there. For example, I have a villain that is trying to establish a hold on the region. And depending on how much trouble the players cause "it", it may or may not be successful. And if they ignore it entirely, then it will continue its merry work, and they may find some powerful opposition in the future. I do not force them to engage their enemy, and in fact, they are free to ignore the villain entirely. But it does have consequences for the story.</p><p></p><p>But other aspects of the plot may come to the players, regardless of where they are in the world. I have an undead pirate captain who was accidentally allowed to be resurrected, due to a mistake by the players, and now he came to seek his vengeance. The players do not have to look for him, he'll come to where ever they are. I also have a bunch of cultists, who struck a powerful blow against the city where the players are currently at. It could have happened anywhere really, but this was one of those cases where something dramatic had to happen to pick up the plot again. I try to find a good balance between plot and freedom. Too much freedom, and it ends up feeling like there is no plot, and everything is just random. But too much plot, and it feels like the players are just watching a movie. I prefer something in between, where you have good storytelling, and a sandbox as well.</p><p></p><p><strong>The campaign world is basically a confined sandbox. It has a plot line running through it, which is free to branch out in any direction, and it has some mini plots that happen where ever the players happen to be. </strong></p><p></p><p>There's never just one plot. There are multiple plots, along with an overarching story. And depending on where the players go, I can pick up a different plot line. Eventually all these plot lines lead to one big conclusion, but since every plot line can be affected by the players, the outcome can change.</p><p></p><p>So this is not what I would call a railroad. The players do not have to do anything, and they don't have to go anywhere. They are free to explore the world as they want. The only thing set in stone, is the sort of ending that the story is heading towards. But that ending may take many shapes, depending on what allies the players form during their adventures (which may span a whole year of playing sessions). There are some large decisions that may have a great effect on the plot, and the ending is always in motion, changing with each unpredictable thing that the players do. Yes, there will be a big naval battle at the end, and I know what enemy they will be fighting. </p><p></p><p>But how many others will be dragged into this conflict? What will happen to the rest of the region? These are things that I have deliberately not written in stone. It's sort of like having a rough idea of the ending to a book, but writing the rest as you go.</p><p></p><p></p><p></p><p>Only if you write both the outcome, and their decisions for them. That is railroading. If you allow choice, and players can affect the plot, then that is not railroading. Having a plot is not the same as railroading. You can have a plot, and also not railroad.</p><p></p><p></p><p></p><p>That is a terrible advice in my opinion. Don't ever write a plot? Why not? I think most players enjoy a sense that there's an actual story, rather than the DM just throwing stuff at them. </p><p></p><p>I think a better advice would be for the DM to not restrict himself too much, by writing too much of the plot in advance. Come up with a conflict, and the people/creatures that are part of that conflict, and don't write a resolution. Next, throw the players into this situation, and let them sort it out. Then pick up the plot from there.</p><p></p><p>Railroading, is when you force your players to follow a certain path, and then also write the outcome. D&D should be an interactive plot, in my opinion, where the players make key decisions that alter the plot. Does the villain always escape, or can the players be clever enough to foil his plans? These are the sort of things that break away from railroading. If you make sure that your story does not hinge on the villain surviving or dying, then there's no need to railroad anything. What ever happens, happens.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6723018, member: 6801286"] Actually, it does both. Certain events continue even if the players are not there. For example, I have a villain that is trying to establish a hold on the region. And depending on how much trouble the players cause "it", it may or may not be successful. And if they ignore it entirely, then it will continue its merry work, and they may find some powerful opposition in the future. I do not force them to engage their enemy, and in fact, they are free to ignore the villain entirely. But it does have consequences for the story. But other aspects of the plot may come to the players, regardless of where they are in the world. I have an undead pirate captain who was accidentally allowed to be resurrected, due to a mistake by the players, and now he came to seek his vengeance. The players do not have to look for him, he'll come to where ever they are. I also have a bunch of cultists, who struck a powerful blow against the city where the players are currently at. It could have happened anywhere really, but this was one of those cases where something dramatic had to happen to pick up the plot again. I try to find a good balance between plot and freedom. Too much freedom, and it ends up feeling like there is no plot, and everything is just random. But too much plot, and it feels like the players are just watching a movie. I prefer something in between, where you have good storytelling, and a sandbox as well. [B]The campaign world is basically a confined sandbox. It has a plot line running through it, which is free to branch out in any direction, and it has some mini plots that happen where ever the players happen to be. [/B] There's never just one plot. There are multiple plots, along with an overarching story. And depending on where the players go, I can pick up a different plot line. Eventually all these plot lines lead to one big conclusion, but since every plot line can be affected by the players, the outcome can change. So this is not what I would call a railroad. The players do not have to do anything, and they don't have to go anywhere. They are free to explore the world as they want. The only thing set in stone, is the sort of ending that the story is heading towards. But that ending may take many shapes, depending on what allies the players form during their adventures (which may span a whole year of playing sessions). There are some large decisions that may have a great effect on the plot, and the ending is always in motion, changing with each unpredictable thing that the players do. Yes, there will be a big naval battle at the end, and I know what enemy they will be fighting. But how many others will be dragged into this conflict? What will happen to the rest of the region? These are things that I have deliberately not written in stone. It's sort of like having a rough idea of the ending to a book, but writing the rest as you go. Only if you write both the outcome, and their decisions for them. That is railroading. If you allow choice, and players can affect the plot, then that is not railroading. Having a plot is not the same as railroading. You can have a plot, and also not railroad. That is a terrible advice in my opinion. Don't ever write a plot? Why not? I think most players enjoy a sense that there's an actual story, rather than the DM just throwing stuff at them. I think a better advice would be for the DM to not restrict himself too much, by writing too much of the plot in advance. Come up with a conflict, and the people/creatures that are part of that conflict, and don't write a resolution. Next, throw the players into this situation, and let them sort it out. Then pick up the plot from there. Railroading, is when you force your players to follow a certain path, and then also write the outcome. D&D should be an interactive plot, in my opinion, where the players make key decisions that alter the plot. Does the villain always escape, or can the players be clever enough to foil his plans? These are the sort of things that break away from railroading. If you make sure that your story does not hinge on the villain surviving or dying, then there's no need to railroad anything. What ever happens, happens. [/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