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<blockquote data-quote="Clavis" data-source="post: 4281533" data-attributes="member: 31898"><p>I'm of the opinion that D&D took a wrong turn at Dragonlance. After that DMs felt like if they weren't telling some kind of grand story they were somehow inadequate. It's simply not true. In my opinion, D&D plays best when the DM is <em>no</em>t trying to tell a story or make the PCs part of a pre-decided plot. Instead, a DM can simply create an interesting location, make some NPCs who want things from the PCs, and let the players create the story by their actions.</p><p></p><p>Random generation is your friend. Love random generation. Random generation will create interesting ideas that you would never think of on your own, things that players can run with in ways you couldn't plan on. The magic happens when you stop trying to make things special, and just let them be. Also, if you use random generation, you won't be upset when the players don't take your intricately worked out plot hooks.</p><p></p><p>Some practical techniques:</p><p></p><p>Determine upon an NPC's motivation - what they want from the PCs: (d6)</p><p>1. Flattery</p><p>2. Money</p><p>3-4. A service</p><p>4. Companionship/Love</p><p>5. Information</p><p></p><p>Roll again to determine how the NPC plans on obtaining what they want from the PCs.</p><p></p><p>Think of various adventure locales that are implied by the NPC's desires. Example: An NPC lost a family heirloom to bandits, and wants it back. He will offer money if the PCs raid the bandit camp. </p><p></p><p>Spend a session just allowing the PCs to interact with the NPCs. At the end of the session, ask them what adventure/quest they are following up on. Write that adventure, and run it next session. Repeat the cycle, and what you will find is that the players will create the storyline themselves, as they develop certain interests and relationships. Plus, you'll have very happy players who feel like they have maximum creative input into the game they play. All you have to do is remember to make the PCs trouble magnets, and just apply Murphy's law to everything they do. Thrilling adventures guaranteed.</p><p></p><p>Also, old-school site-based adventures consisting of a map and key without a pre-decided plot allow the players to create the story themselves through play. You'll be amazed at how a story will emerge on it's own.</p></blockquote><p></p>
[QUOTE="Clavis, post: 4281533, member: 31898"] I'm of the opinion that D&D took a wrong turn at Dragonlance. After that DMs felt like if they weren't telling some kind of grand story they were somehow inadequate. It's simply not true. In my opinion, D&D plays best when the DM is [I]no[/I]t trying to tell a story or make the PCs part of a pre-decided plot. Instead, a DM can simply create an interesting location, make some NPCs who want things from the PCs, and let the players create the story by their actions. Random generation is your friend. Love random generation. Random generation will create interesting ideas that you would never think of on your own, things that players can run with in ways you couldn't plan on. The magic happens when you stop trying to make things special, and just let them be. Also, if you use random generation, you won't be upset when the players don't take your intricately worked out plot hooks. Some practical techniques: Determine upon an NPC's motivation - what they want from the PCs: (d6) 1. Flattery 2. Money 3-4. A service 4. Companionship/Love 5. Information Roll again to determine how the NPC plans on obtaining what they want from the PCs. Think of various adventure locales that are implied by the NPC's desires. Example: An NPC lost a family heirloom to bandits, and wants it back. He will offer money if the PCs raid the bandit camp. Spend a session just allowing the PCs to interact with the NPCs. At the end of the session, ask them what adventure/quest they are following up on. Write that adventure, and run it next session. Repeat the cycle, and what you will find is that the players will create the storyline themselves, as they develop certain interests and relationships. Plus, you'll have very happy players who feel like they have maximum creative input into the game they play. All you have to do is remember to make the PCs trouble magnets, and just apply Murphy's law to everything they do. Thrilling adventures guaranteed. Also, old-school site-based adventures consisting of a map and key without a pre-decided plot allow the players to create the story themselves through play. You'll be amazed at how a story will emerge on it's own. [/QUOTE]
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