buzz said:Again, though, you've obviously set up the expectation for your group that what you're prepping is support for their ability to pursue their own tangents. This is awesome, but I know that, in my case, I don't have enough time to prep this kind of D&D game on a regular basis.
I'd bet dollars to donuts that the more common situation (it's true for my two D&D groups 99% of the time) is the group that's agreed to play through a given product ("Let's do Expedition to Castle Ravenloft") or take on what the DM has to throw at them for the night. In that case, announcing that you're going to ignore the plot seeds in Diamond Lake (AoW) and go exploring off the map would be, IMO, dickly behavior.
rycanada said:Think of it like this: I make the 4 things a game can't get away without. The extras come out in play and I wing them by playing off of players' interests.
buzz said:Again, though, you've obviously set up the expectation for your group that what you're prepping is support for their ability to pursue their own tangents.
buzz said:This is awesome, but I know that, in my case, I don't have enough time to prep this kind of D&D game on a regular basis.
buzz said:I'd bet dollars to donuts that the more common situation (. . .)
buzz said:(. . .) dickly behavior.
I don't think that was his point; he was pointing out the unspoken agreement that if the players know that the DM has prepped a certain area or adventure for the evening's play, they won't go on holiday to Hepmonaland ('I hear it's nice this time of year') or the Nine Hells ("let's go ring Asmodeus's doorbell") on a lark, with no plot hooks to draw them there. The fact that such an unspoken agreement usually exists is the point.IME, that is indicative of a broader problem and needs to be addressed out of game.
Imaro said:Why can't the player's characters generate all of these things, in a direction they want, if the setting is vibrant enough? MY players don't need me to construct the "monsters of the week scenario" all the time. The funny thing is I use to do that and realized it made them expect me to lead them by the nose. It took a while and me explaining that they could really do whatever they wanted numerous times, but now they show me where they want to go and it's already there for them to explore and I have to say my games are better for it. YMMV.
rycanada said:Who's running a monster of the week scenario? My players spend all their time exploring the world around them, deciding who to ally with, what matters to them, who to work against. I'm ready for it without doing reams and reams of setting prep.
Status quo adventure locations. You can read that as "setting material" if you want, but when was the last time your setting material prep included specific traps, treasure, monster stats, NPCs, all by location, at encounter level? If it were in Dungeon magazine or a module, you'd call it an adventure. Stuff this specific doesn't appear in campaign setting books, except as a sample adventure in the back. The exception which proves the rule is something like the Wilderlands, but that's very much the exception to the rule.I really want to know.
rounser said:Status quo adventure locations. You can read that as "setting material" if you want, but when was the last time your setting material prep included specific traps, treasure, monster stats, NPCs, all by location, at encounter level? If it were in Dungeon magazine or a module, you'd call it an adventure. Stuff this specific doesn't appear in campaign setting books, except as a sample adventure in the back. The exception which proves the rule is something like the Wilderlands, but that's very much the exception to the rule.
"Well, not exactly, it's mostly about the elven migrations a thousand years ago, and how the culture of the halflings relate to the orcs, and Prince Zebedee's favourite color and so forth meaning he's going to declare war on Zoom-Zoomaland." I thought so.