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
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
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="hawkeyefan" data-source="post: 7910665" data-attributes="member: 6785785"><p>Yes, this kind of thing happens all the time. The players may pick up on the wrong thing and then latch on to it. What I wonder is if the clues have actually been presented reasonably well.....that's hard to say. </p><p></p><p>As a DM, we know the big picture, so it may seem painfully obvious to us how the clue points toward some logical next step. But the players have a small sliver of the picture, and that clue may not mean jack to them. Or maybe the way I portrayed it as DM made one thing look important, and another look less important. </p><p></p><p>I don't want to blame the players when this happens. Instead, what I want to do is not have them spend the entire session chasing some dead end because it sounds like a waste of time. So I adjust, and present information again in another way, or I have something else come up that helps move things along. </p><p></p><p>Again, this is about making them succeed where they could fail. It's about recognizing that communication is imperfect, and not "punishing" players for that.</p><p></p><p></p><p></p><p>Sure, this is all perfectly fine. My only addition would be to say it's also fine if the shift in goals occurred to the DM during play rather than just having planned it beforehand.</p><p></p><p></p><p></p><p>Doesn't sound like much of an adventurer. </p><p></p><p>"Indifferent Jones and the Temple of Doom" doesn't seem like it'd be a fun movie to watch.</p><p></p><p></p><p></p><p>That's how I described my game very early in the thread. It's goal based. There are multiple goals possible, based on PC desires and those of their group, and also based on elements I've introduced. They kind of pursue anything they want at any point. </p><p></p><p>But typically, and this is just as true of sandbox games, goals involve some kind of sequence of events that need to happen to be achieved. There may be slightly different sequences that can be found, but there's still some kind of steps involved. And this is something that strong sandbox proponents seem to not want to say because they consider it too railroady. Which I don't really get, but I think that's what happens a lot.</p><p></p><p></p><p></p><p>It should still be a goal that is always forefront, though. That should always be what you're trying to do, even though you won't always succeed.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7910665, member: 6785785"] Yes, this kind of thing happens all the time. The players may pick up on the wrong thing and then latch on to it. What I wonder is if the clues have actually been presented reasonably well.....that's hard to say. As a DM, we know the big picture, so it may seem painfully obvious to us how the clue points toward some logical next step. But the players have a small sliver of the picture, and that clue may not mean jack to them. Or maybe the way I portrayed it as DM made one thing look important, and another look less important. I don't want to blame the players when this happens. Instead, what I want to do is not have them spend the entire session chasing some dead end because it sounds like a waste of time. So I adjust, and present information again in another way, or I have something else come up that helps move things along. Again, this is about making them succeed where they could fail. It's about recognizing that communication is imperfect, and not "punishing" players for that. Sure, this is all perfectly fine. My only addition would be to say it's also fine if the shift in goals occurred to the DM during play rather than just having planned it beforehand. Doesn't sound like much of an adventurer. "Indifferent Jones and the Temple of Doom" doesn't seem like it'd be a fun movie to watch. That's how I described my game very early in the thread. It's goal based. There are multiple goals possible, based on PC desires and those of their group, and also based on elements I've introduced. They kind of pursue anything they want at any point. But typically, and this is just as true of sandbox games, goals involve some kind of sequence of events that need to happen to be achieved. There may be slightly different sequences that can be found, but there's still some kind of steps involved. And this is something that strong sandbox proponents seem to not want to say because they consider it too railroady. Which I don't really get, but I think that's what happens a lot. It should still be a goal that is always forefront, though. That should always be what you're trying to do, even though you won't always succeed. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
No Fixed Location -- dynamically rearranging items, monsters, and other game elements in the interests of storytelling
Top