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
*TTRPGs General
Player-driven campaigns and developing strong stories
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="Celebrim" data-source="post: 8973069" data-attributes="member: 4937"><p>I have no idea how you concluded any of that from what I wrote. It's just bile and has nothing to do with actually rationally looking at the topic and answering the OP's question.</p><p></p><p>Here is my take, once again restated: player driven campaigns are driven by skilled players. Whether those develop into strong stories depends largely on skill of the players to personify characters and give them strong dialogue and motivations, and to make strong character driven choices within the setting. </p><p></p><p>I think it's rather odd to talk about what you can do as a GM to create player driven campaigns and strong player driven stories in those campaigns. Really, what can you do beside let players create their own choices and just respond to that? A GM can't make a player create a good story. A GM can't make a player RP well. A GM can't make a player create interesting choices that will lead to interesting circumstances. We're supposedly talking about respecting a player's agency but we're doing it from the perspective of the GM making all the choice.</p><p></p><p>I think a better approach would be to focus on what players can do to drive a campaign and create strong stories. The topic really IMO should be, "What can I do as a player to tell better stronger stories?" And I think if the thread took that approach honestly, it would reveal how weird the original post actually is. Like, can you imagine writing an adventure to be purchased by and consumed by potential players? And like how would that actually empower players? What would a player's story look like and how could you communicate it, and if you did wouldn't it cease to be the player's story? And would the player really want to know their own story? How can the player be the secret keeper?</p><p></p><p>Think about it this way. My PC's are bounty hunters working for the bounty hunter guild. Like, I could run the game by presenting the players with 10 or 20 choices of what bounties they wanted to go after. But even if I did that, I'd still have to invent the scenario. Currently they have been hired by an Imperial Prefect to investigate the disappearance of colonists on a frontier world. Now do the players want to know at the start why the colonists are disappearing? And remember, "We are bounty hunters" was a player driven tagline. The current scenario is running at like 22,000 words of notes plus maps, and most of that is documenting what happened before the PC's arrived and so therefore, what history exists for them to uncover so that they can make real choices based on their own investigation. I don't have a clue what they are going to do, but I do have to document very carefully what is there because the resulting story has to be internally consistent. You got 10 different disappearances and crime scenes and impacted families and communities that need time investment to describe. And, minor spoiler, there is actually an important element of the timing of the crimes that required a lot of work from me to get the outline of the past right. All that world building is necessary if I'm actually going to create a sandbox that also generates the big linked dramatic story that the original poster wants. And this is just for a tiny world - on little corner of a planet in a little corner of a galaxy. The idea that I could ever detail the whole galaxy at such a level that like these complex linked narratives would just naturally emerge no matter what the players did is just impractical. But even if I did, very likely underneath the hood the resulting story would be almost entirely Illusionism, which is the opposite of what the OP says he wants. The idea that I could actually have a database of millions of bounties for the players to look through is just not practical. The idea that you just do this on the fly and not end up with either high illusionism or a series of small disconnected events is also impractical.</p><p></p><p>The underlying problem is that it's not that fun if the same person who introduces a problem is responsible for solving it. I mean that's the problem with a railroad - the GM both introduces the problem and sets the solution. But the reverse doesn't work either. You can't have the player both introduce the problem and its solution because then there is no drama. Like imagine the players deciding on why the colonists are disappearing and how they figured that out and how they resolved the story if they also wrote the backstory. Imagine the players creating the setting for them to explore. One of us has to be responsible for the backstory and the other responsible for the forestory, and the only way it works out is if the secret keeper writes the backstory and the player's choices creates the forestory. Someone has to decide where the orc and the pie are, and it works best if it's the player who wants to unravel the secret of the pie. It's up to the player to decide what they do about the orc and the pie, but they can't do both because what's the fun of declaring you win? And saying that the player should be able to decide that a dragon comes and eats both the orc and the pie doesn't really solve the problem here, especially in a game with more than one player.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8973069, member: 4937"] I have no idea how you concluded any of that from what I wrote. It's just bile and has nothing to do with actually rationally looking at the topic and answering the OP's question. Here is my take, once again restated: player driven campaigns are driven by skilled players. Whether those develop into strong stories depends largely on skill of the players to personify characters and give them strong dialogue and motivations, and to make strong character driven choices within the setting. I think it's rather odd to talk about what you can do as a GM to create player driven campaigns and strong player driven stories in those campaigns. Really, what can you do beside let players create their own choices and just respond to that? A GM can't make a player create a good story. A GM can't make a player RP well. A GM can't make a player create interesting choices that will lead to interesting circumstances. We're supposedly talking about respecting a player's agency but we're doing it from the perspective of the GM making all the choice. I think a better approach would be to focus on what players can do to drive a campaign and create strong stories. The topic really IMO should be, "What can I do as a player to tell better stronger stories?" And I think if the thread took that approach honestly, it would reveal how weird the original post actually is. Like, can you imagine writing an adventure to be purchased by and consumed by potential players? And like how would that actually empower players? What would a player's story look like and how could you communicate it, and if you did wouldn't it cease to be the player's story? And would the player really want to know their own story? How can the player be the secret keeper? Think about it this way. My PC's are bounty hunters working for the bounty hunter guild. Like, I could run the game by presenting the players with 10 or 20 choices of what bounties they wanted to go after. But even if I did that, I'd still have to invent the scenario. Currently they have been hired by an Imperial Prefect to investigate the disappearance of colonists on a frontier world. Now do the players want to know at the start why the colonists are disappearing? And remember, "We are bounty hunters" was a player driven tagline. The current scenario is running at like 22,000 words of notes plus maps, and most of that is documenting what happened before the PC's arrived and so therefore, what history exists for them to uncover so that they can make real choices based on their own investigation. I don't have a clue what they are going to do, but I do have to document very carefully what is there because the resulting story has to be internally consistent. You got 10 different disappearances and crime scenes and impacted families and communities that need time investment to describe. And, minor spoiler, there is actually an important element of the timing of the crimes that required a lot of work from me to get the outline of the past right. All that world building is necessary if I'm actually going to create a sandbox that also generates the big linked dramatic story that the original poster wants. And this is just for a tiny world - on little corner of a planet in a little corner of a galaxy. The idea that I could ever detail the whole galaxy at such a level that like these complex linked narratives would just naturally emerge no matter what the players did is just impractical. But even if I did, very likely underneath the hood the resulting story would be almost entirely Illusionism, which is the opposite of what the OP says he wants. The idea that I could actually have a database of millions of bounties for the players to look through is just not practical. The idea that you just do this on the fly and not end up with either high illusionism or a series of small disconnected events is also impractical. The underlying problem is that it's not that fun if the same person who introduces a problem is responsible for solving it. I mean that's the problem with a railroad - the GM both introduces the problem and sets the solution. But the reverse doesn't work either. You can't have the player both introduce the problem and its solution because then there is no drama. Like imagine the players deciding on why the colonists are disappearing and how they figured that out and how they resolved the story if they also wrote the backstory. Imagine the players creating the setting for them to explore. One of us has to be responsible for the backstory and the other responsible for the forestory, and the only way it works out is if the secret keeper writes the backstory and the player's choices creates the forestory. Someone has to decide where the orc and the pie are, and it works best if it's the player who wants to unravel the secret of the pie. It's up to the player to decide what they do about the orc and the pie, but they can't do both because what's the fun of declaring you win? And saying that the player should be able to decide that a dragon comes and eats both the orc and the pie doesn't really solve the problem here, especially in a game with more than one player. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Player-driven campaigns and developing strong stories
Top