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
*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
*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
*TTRPGs General
Scenario and setting design, with GM and players in mind
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: 8770038" data-attributes="member: 6785785"><p>Here's the thing.... the players, even if they're trying to think entirely as their character when they make decisions... will remain aware that they're playing a game and that the game elements including all the NPCs are created by the GM. So very often they will or won't trust a given NPC based on nothing other than player intuition. And I personally don't think there's anything wrong with that... it's unavoidable and trying to prevent it only calls more and more attention to it. </p><p></p><p>So I set that aside, and if there is reason that an NPC may not be trustworthy, I'm going to offer some possibility for that to be discovered. </p><p></p><p></p><p></p><p>Sure, I get that as a guiding principle, but there's more to it. The GM isn't just simulating things... the GM is also creating the things. There's nothing less realistic about a trustworthy patron than an untrustworthy one... there's no reason you can't have chosen to have an honorable patron for the PCs to work with, and craft another way to show them that not everyone can be trusted. </p><p></p><p>The appeal to simulation isn't specific to what the GM has chosen to do. You can simulate anything you want! You're creating the siutation! </p><p></p><p></p><p></p><p>I don't really see how they can't. Like, the decisions you make as a GM are going to impact my opinion of the game. I don't really see how it's avoidable.</p><p></p><p>There are always two levels in that sense... the fiction in the game, and the game itself. The GM decides much of what will be in the fiction, and those decisions aren't separate from a player's evaluation of the game. </p><p></p><p></p><p></p><p>I realize the above is incomplete, but looking at it all, the only thing you mention as a possible cue that something is up is that the supposedly empty castle is in fact not empty. I don't know why this would immediately make anyone suspicious of the company instead of just assuming that monsters/humanoids/whatever had simply decided to move into the empty place, but maybe there was more established to suggest the company was involved? </p><p></p><p>Was there anything else? Did the contact let anything slip? Did any of the locals offer any information about the Company ("I heard they disbanded years ago...")? Did any of the PCs have any contacts in the area they could lean on for information gathering? Did any of the PCs have any foreknowledge of the area or the history of the region or the Company? Were there any reluctant members of the Company who may have tried to clue these poor saps into what was really going on? Or any of the other adventuring parties? Anything at all? </p><p></p><p>Because based on this sketch you've provided (and this relates to my point above about how we can't always separate the fition and the game), it sounds like the players were given specific elements for PC creation (neophyte adventurer at some kind of recruitment drive), sounds like they were new to the area and to each other, were given a job by an NPC (which is largely the GM saying "here's the game"), and then they went off to an adventure site. The old "abandoned place that now has monsters in it" is such a well worn trope that I can't imagine it would even serve as a clue that something was wrong... but by that point, it doesn't even matter because the trap's already been sprung. </p><p></p><p>Again, I know the above lacks all the details, but based on what's there, this doesn't sound to me at all like the kind of situation described in the OP.... an environment rich in information and resources that the players can leverage to then set their own agenda. It sounds like a GM who has an idea for an adventure, and then created a scenario to make sure that adventure happened. And that's perfectly fine, but it's simply a different kind of play. </p><p></p><p>At what point (if any) do you think the players may have learned enough to not go off into the trap? It doesn't seem like much was offered in the game world to allow that to happen. It doesn't sound like the game situation would suggest to the players that they didn't need to just follow along because clearly this is what's been prepared. </p><p></p><p></p><p></p><p>Sure, having that kind of stuff can help serve as a framework. I'm just saying it's not necessary... there are other equally valid methods. I think it tends to lead to more rigid GMing, myself, but will of course vary from GM to GM.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8770038, member: 6785785"] Here's the thing.... the players, even if they're trying to think entirely as their character when they make decisions... will remain aware that they're playing a game and that the game elements including all the NPCs are created by the GM. So very often they will or won't trust a given NPC based on nothing other than player intuition. And I personally don't think there's anything wrong with that... it's unavoidable and trying to prevent it only calls more and more attention to it. So I set that aside, and if there is reason that an NPC may not be trustworthy, I'm going to offer some possibility for that to be discovered. Sure, I get that as a guiding principle, but there's more to it. The GM isn't just simulating things... the GM is also creating the things. There's nothing less realistic about a trustworthy patron than an untrustworthy one... there's no reason you can't have chosen to have an honorable patron for the PCs to work with, and craft another way to show them that not everyone can be trusted. The appeal to simulation isn't specific to what the GM has chosen to do. You can simulate anything you want! You're creating the siutation! I don't really see how they can't. Like, the decisions you make as a GM are going to impact my opinion of the game. I don't really see how it's avoidable. There are always two levels in that sense... the fiction in the game, and the game itself. The GM decides much of what will be in the fiction, and those decisions aren't separate from a player's evaluation of the game. I realize the above is incomplete, but looking at it all, the only thing you mention as a possible cue that something is up is that the supposedly empty castle is in fact not empty. I don't know why this would immediately make anyone suspicious of the company instead of just assuming that monsters/humanoids/whatever had simply decided to move into the empty place, but maybe there was more established to suggest the company was involved? Was there anything else? Did the contact let anything slip? Did any of the locals offer any information about the Company ("I heard they disbanded years ago...")? Did any of the PCs have any contacts in the area they could lean on for information gathering? Did any of the PCs have any foreknowledge of the area or the history of the region or the Company? Were there any reluctant members of the Company who may have tried to clue these poor saps into what was really going on? Or any of the other adventuring parties? Anything at all? Because based on this sketch you've provided (and this relates to my point above about how we can't always separate the fition and the game), it sounds like the players were given specific elements for PC creation (neophyte adventurer at some kind of recruitment drive), sounds like they were new to the area and to each other, were given a job by an NPC (which is largely the GM saying "here's the game"), and then they went off to an adventure site. The old "abandoned place that now has monsters in it" is such a well worn trope that I can't imagine it would even serve as a clue that something was wrong... but by that point, it doesn't even matter because the trap's already been sprung. Again, I know the above lacks all the details, but based on what's there, this doesn't sound to me at all like the kind of situation described in the OP.... an environment rich in information and resources that the players can leverage to then set their own agenda. It sounds like a GM who has an idea for an adventure, and then created a scenario to make sure that adventure happened. And that's perfectly fine, but it's simply a different kind of play. At what point (if any) do you think the players may have learned enough to not go off into the trap? It doesn't seem like much was offered in the game world to allow that to happen. It doesn't sound like the game situation would suggest to the players that they didn't need to just follow along because clearly this is what's been prepared. Sure, having that kind of stuff can help serve as a framework. I'm just saying it's not necessary... there are other equally valid methods. I think it tends to lead to more rigid GMing, myself, but will of course vary from GM to GM. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Scenario and setting design, with GM and players in mind
Top