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<blockquote data-quote="Oryan77" data-source="post: 3299125" data-attributes="member: 18701"><p>I agree, they may just want a more dungeon crawl type of adventure. It doesn't have to be simply hack-n-slash and move to the next room. They might like the puzzle solving, exotic, "crazy-weird" type of dungeon...with lots of strange monsters living in it.</p><p></p><p>Your game sounds a lot like my old DM's style of campaigning. Does it involve a lot of town/city scenarios with a few trecks to the forest every once in awhile, rather than dungeon crawls or trips to strange locations (like an underwater city or a castle in a volcano)? </p><p></p><p>He was a good DM, but the campaign tends to be pretty vanilla & repetative. Just a lot of politics & "police/detective" work. Every so often there'd be a strange creature to fight...but it'll be in someones basement, or an encounter in the forest. I got the feeling your campaign is pretty similiar to that.</p><p></p><p>As much as people try to sound cool and talk about how railroading is bad and they don't railroad...I've DM'ed a lot of players, and almost all of them needed to be railroaded most of the time or they get bored. I don't mean railroaded as in: forcing them to <strong>not</strong> do something they want to do. I mean railroaded in the sense that they need their hand held & led down a path so they can get to the end of an adventure. When player's don't have a set goal, they usually get bored trying to find their own goals. </p><p></p><p>So maybe you need to run a less "open ended" adventure. Something that requires the PC's to go from point A, directly to point B, and then directly to point C. Rather than a mystery-type adventure that allows them to go check points A, B, C, D, or E in any order they want, whenever they want. The difference with adventures that are less open ended is that instead of the players choosing their own path throughout the adventure, you are making them think they are choosing their own path throughout the adventure. They'll come up with the idea to go from point A to B on their own, when that's exactly what you <em>convinced</em> them to do in the first place. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Oryan77, post: 3299125, member: 18701"] I agree, they may just want a more dungeon crawl type of adventure. It doesn't have to be simply hack-n-slash and move to the next room. They might like the puzzle solving, exotic, "crazy-weird" type of dungeon...with lots of strange monsters living in it. Your game sounds a lot like my old DM's style of campaigning. Does it involve a lot of town/city scenarios with a few trecks to the forest every once in awhile, rather than dungeon crawls or trips to strange locations (like an underwater city or a castle in a volcano)? He was a good DM, but the campaign tends to be pretty vanilla & repetative. Just a lot of politics & "police/detective" work. Every so often there'd be a strange creature to fight...but it'll be in someones basement, or an encounter in the forest. I got the feeling your campaign is pretty similiar to that. As much as people try to sound cool and talk about how railroading is bad and they don't railroad...I've DM'ed a lot of players, and almost all of them needed to be railroaded most of the time or they get bored. I don't mean railroaded as in: forcing them to [b]not[/b] do something they want to do. I mean railroaded in the sense that they need their hand held & led down a path so they can get to the end of an adventure. When player's don't have a set goal, they usually get bored trying to find their own goals. So maybe you need to run a less "open ended" adventure. Something that requires the PC's to go from point A, directly to point B, and then directly to point C. Rather than a mystery-type adventure that allows them to go check points A, B, C, D, or E in any order they want, whenever they want. The difference with adventures that are less open ended is that instead of the players choosing their own path throughout the adventure, you are making them think they are choosing their own path throughout the adventure. They'll come up with the idea to go from point A to B on their own, when that's exactly what you [i]convinced[/i] them to do in the first place. :p [/QUOTE]
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