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
Community
General Tabletop Discussion
*Dungeons & Dragons
Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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: 8431656" data-attributes="member: 6785785"><p>So these two posts got me thinking about published scenarios. I've previously posted about how I tried to run Tomb of Annihilation as part of my group's longstanding campaign, and struggled with it at times. Afterwards, I decided that I was pretty much done with pre-published adventures. In my mind, the benefit is for them to do a lot of the prep work for the GM (given how prep intensive 5e can be)and I found that I had to rework them significantly to the point where it would be less work to wing it, or create my own stuff. </p><p></p><p>I haven't run a pre-written D&D scenario since. And my game is the better for it.</p><p></p><p>I have, however, benefited from some pre-written scenarios when running a brand new game besides D&D. I ran the "Destroyer of Worlds" scenario for the Alien RPG. It was my group's first online game post-pandemic, and I think having prepared maps and stats and situations to lean on was actually very helpful. The game went well enough and then I ran some more Alien stuff that was largely my own (although inspired heavily by the Alien: Isolation video game) and that went well, too. Having run the published stuff first was helpful to get my feet under me with the system and its play expectations.</p><p></p><p>I'm now currently running a campaign of Spire. The game is odd and definitely falls into the more narrative game category than D&D, and so I wanted to get a sense of what a scenario would look like. There are three "Campaign Frames" (which are actually available for free in pdf format on the publisher's site and on drivethru) so I picked them up. </p><p></p><p>They're very interesting, and definitely help you understand the way the game is meant to be played and GMed. They totally eschew a linear sequence, and they say this throughout. There is no final scene or final encounter or anything like that, as [USER=7016699]@prabe[/USER] says the idea seems contradictory to letting the players do what they want throughout play. They each have an "Ending the Campaign" section where they make suggestions and offer advice, but that's about it. </p><p></p><p>The actual scenario is just that....a situation. Here are some factions, here's what they're up to, here's what may happen if they get what they want, here's some suggestions on how these factions interact with each other, here's how they may respond to the PCs sticking their noses into things. They consist of only about 8 to 12 pages, and then the rest of the book is pregenerated PCs. </p><p></p><p>What they do, though, is presume some goals of the PCs'. And although I can understand [USER=16586]@Campbell[/USER] 's criticism of that, in the game of Spire the PCs all play members of a revolutionary sect, so some assumption of motives seems appropriate.</p><p></p><p>The design and presentation of these "Campaign Frames" seem far more suited to players exercising authority over the game. Certainly more than a written scenario where it's spread across 20 or more sessions and then still winds up with the same climactic scene. And yet the Alien scenario was more traditional in its presentation and play.....but the duration of it is so much shorter that its compromises (maybe the right word, not sure?) of player agency are less severe or at the very least less obvious. I think it's the duration of the campaign books that D&D has put out for 5E that makes them so challenging if you're trying to allow more freedom to the players.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8431656, member: 6785785"] So these two posts got me thinking about published scenarios. I've previously posted about how I tried to run Tomb of Annihilation as part of my group's longstanding campaign, and struggled with it at times. Afterwards, I decided that I was pretty much done with pre-published adventures. In my mind, the benefit is for them to do a lot of the prep work for the GM (given how prep intensive 5e can be)and I found that I had to rework them significantly to the point where it would be less work to wing it, or create my own stuff. I haven't run a pre-written D&D scenario since. And my game is the better for it. I have, however, benefited from some pre-written scenarios when running a brand new game besides D&D. I ran the "Destroyer of Worlds" scenario for the Alien RPG. It was my group's first online game post-pandemic, and I think having prepared maps and stats and situations to lean on was actually very helpful. The game went well enough and then I ran some more Alien stuff that was largely my own (although inspired heavily by the Alien: Isolation video game) and that went well, too. Having run the published stuff first was helpful to get my feet under me with the system and its play expectations. I'm now currently running a campaign of Spire. The game is odd and definitely falls into the more narrative game category than D&D, and so I wanted to get a sense of what a scenario would look like. There are three "Campaign Frames" (which are actually available for free in pdf format on the publisher's site and on drivethru) so I picked them up. They're very interesting, and definitely help you understand the way the game is meant to be played and GMed. They totally eschew a linear sequence, and they say this throughout. There is no final scene or final encounter or anything like that, as [USER=7016699]@prabe[/USER] says the idea seems contradictory to letting the players do what they want throughout play. They each have an "Ending the Campaign" section where they make suggestions and offer advice, but that's about it. The actual scenario is just that....a situation. Here are some factions, here's what they're up to, here's what may happen if they get what they want, here's some suggestions on how these factions interact with each other, here's how they may respond to the PCs sticking their noses into things. They consist of only about 8 to 12 pages, and then the rest of the book is pregenerated PCs. What they do, though, is presume some goals of the PCs'. And although I can understand [USER=16586]@Campbell[/USER] 's criticism of that, in the game of Spire the PCs all play members of a revolutionary sect, so some assumption of motives seems appropriate. The design and presentation of these "Campaign Frames" seem far more suited to players exercising authority over the game. Certainly more than a written scenario where it's spread across 20 or more sessions and then still winds up with the same climactic scene. And yet the Alien scenario was more traditional in its presentation and play.....but the duration of it is so much shorter that its compromises (maybe the right word, not sure?) of player agency are less severe or at the very least less obvious. I think it's the duration of the campaign books that D&D has put out for 5E that makes them so challenging if you're trying to allow more freedom to the players. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
Top