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
Players who think out of the box
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="jgsugden" data-source="post: 7454077" data-attributes="member: 2629"><p>D&D is an RPG. A role playing game. Characters play a role in a story. That story is one that the DM plans and the players improvise through. The first role of being a good improvisation partner is NEVER SAY NO.</p><p></p><p>You had a plan. They came up with something unexpected. Your job: DON'T SAY NO. Find the fun in their plan and let it go. It doesn't mean you need to let it succeed, but build upon their ideas and tell a fun story.</p><p></p><p>If you let them perform their plan, their job is: DON'T SAY NO when they hear how you decide to resolve it. If you decide it is an autokill - ok. If you decide it deals a bunch of damage - they need to say, "OK". If you decide they saw the 5 ton rock coming and escaped - they need to say ok.</p><p></p><p>The most important thing is to make sure it creates an awesome story that everyone enjoys. If the BBEG escapes, make sure the twist is fun for the PCs - and earned. If you can't, don't let him escape. If you let him get nailed, decide whether to go insta-kill or take damage. If taking damage, make sure it is meaningful based on the circumstances and sell it to the PCs with a great description. If you don't think the PCs will buy any level of damage - give them the insta-kill... and figure out how to continue the story from there.</p><p></p><p>When I was very young I designed a giant ice maze dungeon. It was meant to be a major delve with the PCs spending weeks of gaming in it. I was so proud of all the different things inside of it - the ecology and interaction between different areas. The fun traps. The stimulating puzzles... and a bunch of monsters I'd built from scratch. The climax was a massive battle scenario before they exited the dungeon on the other sizide of the maze and would be able to see the sun for the first time in so long... The PCs arrived at the dungeon, took one look, asked themselves what was stopping them from just walking over the top of it... and I was crushed. It was such an obvious answer and it slipped right past me. </p><p></p><p>So they walked past it. I kept a straight face and didn't reveal until a year later that I had expected them to adventure through it - and how much time I'd wasted. The most important thing to me, as I'd learned from reading the DMG, was to make sure we were telling a good story. And the best thing for the story, when they saw the path, was to ley them use it. While I've learned a lot and am less likely to make a similar mistake today\, if I did, I would do the exact same thing.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7454077, member: 2629"] D&D is an RPG. A role playing game. Characters play a role in a story. That story is one that the DM plans and the players improvise through. The first role of being a good improvisation partner is NEVER SAY NO. You had a plan. They came up with something unexpected. Your job: DON'T SAY NO. Find the fun in their plan and let it go. It doesn't mean you need to let it succeed, but build upon their ideas and tell a fun story. If you let them perform their plan, their job is: DON'T SAY NO when they hear how you decide to resolve it. If you decide it is an autokill - ok. If you decide it deals a bunch of damage - they need to say, "OK". If you decide they saw the 5 ton rock coming and escaped - they need to say ok. The most important thing is to make sure it creates an awesome story that everyone enjoys. If the BBEG escapes, make sure the twist is fun for the PCs - and earned. If you can't, don't let him escape. If you let him get nailed, decide whether to go insta-kill or take damage. If taking damage, make sure it is meaningful based on the circumstances and sell it to the PCs with a great description. If you don't think the PCs will buy any level of damage - give them the insta-kill... and figure out how to continue the story from there. When I was very young I designed a giant ice maze dungeon. It was meant to be a major delve with the PCs spending weeks of gaming in it. I was so proud of all the different things inside of it - the ecology and interaction between different areas. The fun traps. The stimulating puzzles... and a bunch of monsters I'd built from scratch. The climax was a massive battle scenario before they exited the dungeon on the other sizide of the maze and would be able to see the sun for the first time in so long... The PCs arrived at the dungeon, took one look, asked themselves what was stopping them from just walking over the top of it... and I was crushed. It was such an obvious answer and it slipped right past me. So they walked past it. I kept a straight face and didn't reveal until a year later that I had expected them to adventure through it - and how much time I'd wasted. The most important thing to me, as I'd learned from reading the DMG, was to make sure we were telling a good story. And the best thing for the story, when they saw the path, was to ley them use it. While I've learned a lot and am less likely to make a similar mistake today\, if I did, I would do the exact same thing. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Players who think out of the box
Top