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
Running a homebrew campaign is HARD
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="Stormonu" data-source="post: 5509648" data-attributes="member: 52734"><p>"No plan survives initial contact with the enemy". While players may be not be your enemy, they sure act like it when you have something planned for them.</p><p></p><p>As the others have stated, develop in bite-size chunks, focusing on what you need at the moment.</p><p></p><p>Don't plan for too far in advance, as players have a tendency to "do their own thing". You might never get from point A to B, be willing to accept that if it happens. Most cases though, you might have to insert a few extra points before things get back in the direction you were expecting - just don't force the point, so to speak. </p><p></p><p>Usually, whenever players have exhausted/finished whatever side trek they've headed down, they will be more open to coming back to whatever plot you have in mind. That may be the way to handle things.</p><p></p><p>In the end, the best games, I usually find is where you, as DM, simple plop something in the player's lap and basically ask them "What are you doing about this?" As they involve or avoid the situation, make notes on what they did or didn't do; after a few levels of doing this, you can start to see trends of where and what they'll do and you can start tailoring things more and more, until you can build up the climax of the adventure.</p><p></p><p>Do it well, and they'll think you planned it all from the start - even when you didn't.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5509648, member: 52734"] "No plan survives initial contact with the enemy". While players may be not be your enemy, they sure act like it when you have something planned for them. As the others have stated, develop in bite-size chunks, focusing on what you need at the moment. Don't plan for too far in advance, as players have a tendency to "do their own thing". You might never get from point A to B, be willing to accept that if it happens. Most cases though, you might have to insert a few extra points before things get back in the direction you were expecting - just don't force the point, so to speak. Usually, whenever players have exhausted/finished whatever side trek they've headed down, they will be more open to coming back to whatever plot you have in mind. That may be the way to handle things. In the end, the best games, I usually find is where you, as DM, simple plop something in the player's lap and basically ask them "What are you doing about this?" As they involve or avoid the situation, make notes on what they did or didn't do; after a few levels of doing this, you can start to see trends of where and what they'll do and you can start tailoring things more and more, until you can build up the climax of the adventure. Do it well, and they'll think you planned it all from the start - even when you didn't. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Running a homebrew campaign is HARD
Top