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How far do you go in planning solutions to problems?
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<blockquote data-quote="BSF" data-source="post: 1826204" data-attributes="member: 13098"><p>Wow, thanks for the kind words everyone. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It is important to note that I choose 3 story arcs as a somewhat arbitrary number. </p><p>With three, there is usually the feeling that the PCs could do this, that or the other thing. It creates the illusion of free choice. If you can have the time to prep more storyarcs, go for it. Don't stop with the BBEGs either. Create friendly good guys with storyarcs as well. Maybe those folks need help that the PCs can offer. Maybe the PCs inadvertently interfere with those plans and while they are not BBEGs, they are adversaries. </p><p></p><p>Obviously, the PCs don't really have completely free choice. If the players expect you to have a good adventure ready for them on game night, there have to be limited options. The goal is to change your DM strategy. </p><p></p><p>I shoot for the following goals in my games.</p><p>- Enough options that the players feel like they have a say in the game. They are participants and their input is important. </p><p>- Very little "wasted" effort. I prep one-two sessions in advance. Now this does not mean I don't plan further. I just don't do hardcore prep for the game until I am reasonably sure that work will be used. </p><p>- Know my world and the plans of major NPCs well enough that I can wing it if necessary. By using a storyarc process, I know what an NPC will be trying to achieve. If there is an opportunity, or a setback, I am able to decide quickly how the NPC will scramble to recover. </p><p></p><p>I used to put in a tremendous amount of up front effort prepping for a game. I would map and stat everything out (pre-3.x) and then I would come up with how the PCs needed to solve the problems and then I would run the players through the "scenario". </p><p></p><p>None of us were happy. With all that work, I felt a stupid obligation to try to make the PCs see everything and do it the way I thought they should. I was too married to the work I had put in. I don't remember exactly where the epiphany came from, but it was being exposed to Johnn Four's newsletter and EN World that helped me break out of that. I think my games are better than they were. I can do better. I can always improve my games. But with some changes to my thinking, I have been able to envision a greater portion of my game world, and accomodate unexpected player decisions much, much better. </p><p></p><p>Hey, I can keep babbling if you like. If you want to hear more, tell me what you want me to elaborate on. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> There are also a lot of smart folks here whose ideas I have leeched off of. Maybe they will pitch in too.</p></blockquote><p></p>
[QUOTE="BSF, post: 1826204, member: 13098"] Wow, thanks for the kind words everyone. :) It is important to note that I choose 3 story arcs as a somewhat arbitrary number. With three, there is usually the feeling that the PCs could do this, that or the other thing. It creates the illusion of free choice. If you can have the time to prep more storyarcs, go for it. Don't stop with the BBEGs either. Create friendly good guys with storyarcs as well. Maybe those folks need help that the PCs can offer. Maybe the PCs inadvertently interfere with those plans and while they are not BBEGs, they are adversaries. Obviously, the PCs don't really have completely free choice. If the players expect you to have a good adventure ready for them on game night, there have to be limited options. The goal is to change your DM strategy. I shoot for the following goals in my games. - Enough options that the players feel like they have a say in the game. They are participants and their input is important. - Very little "wasted" effort. I prep one-two sessions in advance. Now this does not mean I don't plan further. I just don't do hardcore prep for the game until I am reasonably sure that work will be used. - Know my world and the plans of major NPCs well enough that I can wing it if necessary. By using a storyarc process, I know what an NPC will be trying to achieve. If there is an opportunity, or a setback, I am able to decide quickly how the NPC will scramble to recover. I used to put in a tremendous amount of up front effort prepping for a game. I would map and stat everything out (pre-3.x) and then I would come up with how the PCs needed to solve the problems and then I would run the players through the "scenario". None of us were happy. With all that work, I felt a stupid obligation to try to make the PCs see everything and do it the way I thought they should. I was too married to the work I had put in. I don't remember exactly where the epiphany came from, but it was being exposed to Johnn Four's newsletter and EN World that helped me break out of that. I think my games are better than they were. I can do better. I can always improve my games. But with some changes to my thinking, I have been able to envision a greater portion of my game world, and accomodate unexpected player decisions much, much better. Hey, I can keep babbling if you like. If you want to hear more, tell me what you want me to elaborate on. :) There are also a lot of smart folks here whose ideas I have leeched off of. Maybe they will pitch in too. [/QUOTE]
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